what ever that Dien Bien Phu is its not as hard to land on this airfield ! like a real pilot would do you start with afterburner and you can easily take off ... the landing is a littlebit difficult and needs some practise and its defenitly the time where the jet is totally weak cause he has to fly rly slow but it is possible162eRI wrote:Very nice work and glad to see the German faction getting a new map. The colors, the coumpounds, the mountains are looking realistic! Keep it up!!!
I know it's too late to change that. But, it's strange to see an airfield in such an awkward position. The planes will have a hard time to land and take off with those mountains all around. And an airfield surounded by moutains, it reminds me of Dien Bien Phu xD
Good luck![]()
[Map] Jormdarreh Range (4km) [WIP]
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

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Amok@ndy
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H.sta
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Re: [Map] Jormdarreh Range (4km) [WIP]
I love the map, excellent work
looks like it is going to be great to play
only two things i can see
1. the Airport, i have said it before, but no airport would ever be placed there. in RL it is almost impossible to land there
2. you should probably retexture the caves, there should be a texture file somewhere, and all you have to do is change it to a one tone colour and it will fix itself
looks like it is going to be great to play
only two things i can see
1. the Airport, i have said it before, but no airport would ever be placed there. in RL it is almost impossible to land there
2. you should probably retexture the caves, there should be a texture file somewhere, and all you have to do is change it to a one tone colour and it will fix itself
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]
1. it is like it is ... !H.sta wrote:I love the map, excellent work
looks like it is going to be great to play
only two things i can see
1. the Airport, i have said it before, but no airport would ever be placed there. in RL it is almost impossible to land there
2. you should probably retexture the caves, there should be a texture file somewhere, and all you have to do is change it to a one tone colour and it will fix itself![]()
2. im not able to get customtextures working, eventhough the .dds plug in for photoshop is not working for windows7 ... and i couldnt figure out which parts of the texturepallets were used for the Cave
Last edited by Amok@ndy on 2010-04-05 20:50, edited 1 time in total.

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H.sta
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Re: [Map] Jormdarreh Range (4km) [WIP]
it is called afghancave_c.dds
and I can send you the file if you tell me what colour you think it should be(photoshop colour code)
and I can send you the file if you tell me what colour you think it should be(photoshop colour code)
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]
H.sta i had already a look to that afghancave_c but as far as i remember it is not the only file 
the color is given by a texturepallet ...
i will texture the caves later it has no highpriority
the color is given by a texturepallet ...
i will texture the caves later it has no highpriority

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sylent/shooter
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Re: [Map] Jormdarreh Range (4km) [WIP]
Hey if you download a free program called Paint.NET it has a DDS feature built in it also works on windows 7Amok@ndy wrote:1. it is like it is ... !
2. im not able to get customtextures working, eventhough the .dds plug in for photoshop is not working for windows7 ... and i couldnt figure out which parts of the texturepallets were used for the Cave
Killing the enemy sylently
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Amok@ndy
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Rhino
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]
i have to disable AA @ my Nvidia settings or i have to restart Bf2 every 3 matches because it starts laggin ...
thats why the editor is so pixeled and those yellow lines are far away of the cam ...
thats why the editor is so pixeled and those yellow lines are far away of the cam ...

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Rhino
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Re: [Map] Jormdarreh Range (4km) [WIP]
My point being who wants to see a load of pixely yellow lines?Amok@ndy wrote:i have to disable AA @ my Nvidia settings or i have to restart Bf2 every 3 matches because it starts laggin ...
thats why the editor is so pixeled and those yellow lines are far away of the cam ...
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]
i just was wanted to show some progress for advanced mappers...
and the placement of the cashes shows the progress not ... ?
and the placement of the cashes shows the progress not ... ?

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Amok@ndy
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goguapsy
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Re: [Map] Jormdarreh Range (4km) [WIP]
Looks pretty nice those pictures.
Where you at man? The map looks pretty much on the final stages!
Where you at man? The map looks pretty much on the final stages!
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Rhino
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Re: [Map] Jormdarreh Range (4km) [WIP]
The trees look kinda random, epically for a desert?
I would also work on your low detail and your detail and low detail settings.
And dont use thous overgrowth rocks, buggy as hell and they look like ****. use the normal rocks.
I would also work on your low detail and your detail and low detail settings.
And dont use thous overgrowth rocks, buggy as hell and they look like ****. use the normal rocks.
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]
watch the mountain in the background do you see water there ?
maybe i will replace the overgrowth rocks but i never seen a bug or sth like that and its much easier to place them with an overgrowth brush (what exactly do you mean with buggy ?)
Last edited by Amok@ndy on 2010-04-14 21:01, edited 1 time in total.

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Sniper77shot
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Re: [Map] Jormdarreh Range (4km) [WIP]
He means trees in a desert like that look kind off out of place. He mis spelled especially wrong so it was epically.
I would follow rhinos advice, if rhino gives you advice follow it it will make your map look better in the long run. Rhino loves things that are perfect so if you follow his advice it will make it perfect just like muttrah city.
Muttrah is intense which is why it is over played.
I would follow rhinos advice, if rhino gives you advice follow it it will make your map look better in the long run. Rhino loves things that are perfect so if you follow his advice it will make it perfect just like muttrah city.
Muttrah is intense which is why it is over played.

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DankE_SPB
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Re: [Map] Jormdarreh Range (4km) [WIP]
if its the stones i'm thinking about, they are easy to glitch, hide in them and shoot from inside, hide rallies etc.Amok@ndy wrote:maybe i will replace the overgrowth rocks but i never seen a bug or sth like that and its much easier to place them with an overgrowth brush (what exactly do you mean with buggy ?)
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]
i dont decline rhinos advices they are always appreciated
changing all the overgrowthrocks to static ones will be a lot of work cause there are so many of them ...
maybe i try copying the static ones to the overgrowth folder and then using Rhinos overgrowthfield method to make them back to the static ones
do you think that will work ?
changing all the overgrowthrocks to static ones will be a lot of work cause there are so many of them ...
maybe i try copying the static ones to the overgrowth folder and then using Rhinos overgrowthfield method to make them back to the static ones
do you think that will work ?

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Rudd
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Re: [Map] Jormdarreh Range (4km) [WIP]
^ that will definately work
however from experience I tell you to be careful, as on a 4k even with low densities, you end up with thousands of objects. Select the ones you want. <- i.e. the ones near points of interest, rather than random locations.
edit, btw, I love the look of the map but beware terrain morphing.
however from experience I tell you to be careful, as on a 4k even with low densities, you end up with thousands of objects. Select the ones you want. <- i.e. the ones near points of interest, rather than random locations.
edit, btw, I love the look of the map but beware terrain morphing.










