[Map] Swat Valley (2km) [WIP]

Maps created by PR community members.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: [Map] Swat Valley (2km) [WIP]

Post by BloodBane611 »

It does look really great, keep it up!
[R-CON]creepin - "because on the internet 0=1"
Le_Damner
Posts: 105
Joined: 2007-09-19 11:24

Re: [Map] Swat Valley (2km) [WIP]

Post by Le_Damner »

No, as you can see in the 1st post, I've change the teams to US vs. MEC. And it will be AAS for the first mode.
It's build for teams and clans to have funny tainings/war on it, so it must be something balanced. But the map is made for the community, so once it will be finished, people will be free to change teams and vehicles as they like ! ;)
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Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: [Map] Swat Valley (2km) [WIP]

Post by Hauteclocque »

Good progress, many areas have been reworked and new places have been created (like on the other side of the East bridge, where are the plants) according to the screens.

It's a shame that...well, it's old story now.
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Le_Damner
Posts: 105
Joined: 2007-09-19 11:24

Re: [Map] Swat Valley (2km) [WIP]

Post by Le_Damner »

Here are older pics taken ingame, showing the ambiance in the streets:
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Swat Valley (2km) [WIP]

Post by Outlawz7 »

I'm curious what object lightmap settings did you use, the lightmaps looks very nice.
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Le_Damner
Posts: 105
Joined: 2007-09-19 11:24

Re: [Map] Swat Valley (2km) [WIP]

Post by Le_Damner »

I've used medium settings, they looks almost the same as the final ones but take less time to render ... Anyway, I'm missing a lot of lightmap samples (xpack objects ...etc) so I must use 3Ds to make final shadows... and perhaps make the light effects working too !

Sorry Outlawz, think I've misunderstood you, here is the object lightmap settings:
rem ******** Lightmap Generation Settings ********
if v_arg1 == BF2Editor

LightMapGeneration.init
LightMapGeneration.GILightsBaseDir 0/0.33/-0.66
LightMapGeneration.GILightsIntensity 0.33
LightMapGeneration.GILightsShadowIntensity 1
LightMapGeneration.GILightsFov 45
LightMapGeneration.UseGITopLight 1
LightMapGeneration.GITopLightIntensity 0.1
LightMapGeneration.GILightsViewDistance 10
LightMapGeneration.skyWhite 0.3
LightMapGeneration.numberOfGILights 8
LightMapGeneration.sunLightShadowIntensity 1
LightMapGeneration.sunLightFov 2
LightMapGeneration.sunLightIntensity 1

endIf
Last edited by Le_Damner on 2010-04-23 10:46, edited 1 time in total.
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Swat Valley (2km) [WIP]

Post by Outlawz7 »

Thats ok, both infos are helpful; I see you used the default daylight settings, you can use less than 8 GILights which drastically reduces render time (I use 1 :p ), but then the shadows are darker, though you can counter that by increasing intensity.
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MikeDude
Posts: 941
Joined: 2007-10-25 12:07

Re: [Map] Swat Valley (2km) [WIP]

Post by MikeDude »

This looks very good...

Status?
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[3dAC] MikeDude
Loving PR since 0.2.
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: [Map] Swat Valley (2km) [WIP]

Post by BloodyDeed »

Wow, i really like the darky and dirty look. Seems it has a great atmosphere to sneak like a ninja...
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K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: [Map] Swat Valley (2km) [WIP]

Post by K4on »

sunset city 2.0 ?
MikeDude
Posts: 941
Joined: 2007-10-25 12:07

Re: [Map] Swat Valley (2km) [WIP]

Post by MikeDude »

K4on wrote:sunset city 2.0 ?
You mean sunset city x2 In every way..

Dude look at it, its pretty.

Can I test this map in any way?
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[3dAC] MikeDude
Loving PR since 0.2.
Vision_16
Posts: 210
Joined: 2009-05-10 13:03

Re: [Map] Swat Valley (2km) [WIP]

Post by Vision_16 »

It looks like the most realistic city map in PR, IMO. The way the layout is crowded and has construction, factories, mosques, and other buildings makes it actually look like a Middle Eastern city. Loving it, nice job. Also loving the ambiance of the lighting and shadows.
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|TG| MagnumPI : "Well that was a fun march of pwnage."
xxxpsychoxxx
Posts: 52
Joined: 2010-08-24 09:27

Re: [Map] Swat Valley (2km) [WIP]

Post by xxxpsychoxxx »

Looking good and VERY detailed cant wait to play this one. :p
when u gonna release a download ? or Testing Beta or something ? :confused:
zloyrash
Posts: 408
Joined: 2009-11-08 10:25

Re: [Map] Swat Valley (2km) [WIP]

Post by zloyrash »

xxxpsychoxxx wrote:Looking good and VERY detailed cant wait to play this one. :p
when u gonna release a download ? or Testing Beta or something ? :confused:
+1
when?
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MikeDude
Posts: 941
Joined: 2007-10-25 12:07

Re: [Map] Swat Valley (2km) [WIP]

Post by MikeDude »

This, needs to be finished.,

I played a test version about a year ago which was amazing...

You still working on it dude? Please say yes.
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[3dAC] MikeDude
Loving PR since 0.2.
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Swat Valley (2km) [WIP]

Post by Shovel »

Bump much?
Shovel009
MikeDude
Posts: 941
Joined: 2007-10-25 12:07

Re: [Map] Swat Valley (2km) [WIP]

Post by MikeDude »

Yep, cause I wanna know how its going. I've already played a test version. And honestly, it was the most beautiful city map ever..
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[3dAC] MikeDude
Loving PR since 0.2.
Geordie-72
Posts: 261
Joined: 2009-02-18 10:48

Re: [Map] Swat Valley (2km) [WIP]

Post by Geordie-72 »

+1, Looks luverly
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Robskie
Posts: 135
Joined: 2011-02-27 00:30

Re: [Map] Swat Valley (2km) [WIP]

Post by Robskie »

NEED PLEASE?! :)
New Active Clan. Find us on the PRTA TeamSpeak! We are Red Company! A fresh clan in the PR-verse looking to expand! Come join us HERE!
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Swat Valley (2km) [WIP]

Post by AFsoccer »

He hasn't logged on since March 31... so it doesn't look promising.

We'll see if can get in touch with him though.
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