[Map] Mustaj (4km) [WIP]

Maps created by PR community members.
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

Thanks for the input Rhino.

So, I understand that when new statics are created they usually do not get into the hands of the masses until after they have been used by the dev/con team members.

If I spend the next few months tightening up the roads, terrain, vegitation ect. When/How would I be able to attain updated and approved statics that will be more-sustainable in the mod?

Regarding the location this map you're spot on. It is in Northern Afganistan/Pakistan. The Mustaj is a river about 20km south of the N.Afgan Border. The scenario is fictional. But I find that blending fiction and non-fiction is more inspiring to me. I tried a 'realistic' map a few months ago and I lost interest after second guessing myself while trying to make it true to life.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Mustaj (2km) [WIP]

Post by Rhino »

Tomking wrote:Thanks for the input Rhino.

So, I understand that when new statics are created they usually do not get into the hands of the masses until after they have been used by the dev/con team members.

If I spend the next few months tightening up the roads, terrain, vegitation ect. When/How would I be able to attain updated and approved statics that will be more-sustainable in the mod?

Regarding the location this map you're spot on. It is in Northern Afganistan/Pakistan. The Mustaj is a river about 20km south of the N.Afgan Border. The scenario is fictional. But I find that blending fiction and non-fiction is more inspiring to me. I tried a 'realistic' map a few months ago and I lost interest after second guessing myself while trying to make it true to life.
gdgd, best way to go from here is just to keep working on your side of things, if your work looks promising then you will be made into an R-CON and you will get access to any new statics that are available , but currently, no new afghan statics as of yet that you can use but with any luck, should be some in the not too distant future ;)
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Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

This is actually kinda relieving.

I can focus on one thing now =)

Next step: Rock out a beautifully painted map.
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

Is there a way to increase the detail texture camera render distance so that I can take screen shots at a wider angle of the painted terrain? It loses quality as you back away.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Mustaj (2km) [WIP]

Post by Rhino »

https://www.realitymod.com/forum/f189-m ... rs-up.html

Number 3 on the list, but that's to put on low detail which will make your terrain look like it should, although you can do what your asking and increase the detail draw distance in the texture general settings but tbh, you dont want to increase this very much from the default settings as it will affect performance.
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Mustaj (2km) [WIP]

Post by lucky.BOY »

Tomking wrote:Close up of possible village style
http://i1038.photobucket.com/albums/a46 ... age001.jpg
Hi,
I would make these buildings hug the walls. Maybe you can try to caricature how they build these combounds IRL.

They firstly build the houses, then connect them with walls rather than building a wall on plain area and then filling the space with houses. You can try this, maybe the product will feel more natural.

I know the combounds are not the priority ATM, just wanted to give you an input.

As for the overall map, i like it, keep it up :)

-lucky
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

I was messing with the Low detail texture madeness this morning and I think I royally screwed the pooch. I ended up getting half my map to have this large geometric solid black texture.

When I changed the texture layers 1 and 2 (detail and color) then hit generate nothing happend and the new details wouldnt update in the tweaker bar which looked as if I hadnt changed anything. I think I'm going to restart the map if I can't fix whatever I broke...

A
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Mustaj (2km) [WIP]

Post by sylent/shooter »

Hopefully you backed up the map... I don't believe there is really a way to fix this. Although I could be wrong

Killing the enemy sylently
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

realistically I didnt have much done in the grand scheme.

New Question though. I see functions for Group Objects and something called object bundles.

Lets say I create 3 unique structures and want to use them in different parts of the map.

If I copy paste them they lose all their existing anchor qualities and have to be re-tweaked once placed again.

Is there a way to retain anchor snap points when copying and pasting complex static groups?

Second question.

When holding Shift you can use the directional pads to tweak horizontal axis. Is there a way to set it to tweak the vertical axis?
Rhino
Retired PR Developer
Posts: 47909
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Re: [Map] Mustaj (2km) [WIP]

Post by Rhino »

for your low detail, you probably didn't set a low detail texture or something... You shouldn't need to revert to a backup also unless you screwed something else up which is unlikley.

Next no, the object bundle thing dose not work. Your best bet here is to hold down shift or ctrl (can never remember which one because the BF2 editor uses one and Max users the other for the same task) and then drag on one of the x,y or z move axis and it should clone the objects as they are in that direction, leaving the object you had there before.

and for your last question, page up and down iirc.
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Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

Updated OP.
Last edited by Tomking on 2010-11-15 13:17, edited 1 time in total.
Reason: Nov 15
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [Map] Mustaj (2km) [WIP]

Post by BroCop »

To make the random people who never checked this section before easier to follow the updates maybe you could just slab the updated pictures into the OP. Especially considering your starting over
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HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Mustaj (2km) [WIP]

Post by HangMan_ »

This map is showing some real potential mate, nice work :D I'm liking the natural details you are adding, but be careful that it doesn't look too linear like those fields, others may disagree but i like to avoid the linear look.

I also agree with CroCop, keep the Original post updated as people who are new to viewing this thread will have a difficult time navigating all the pages to find updates ;)
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Mustaj (2km) [WIP]

Post by dtacs »

Image

That is one of the most natural looking features I've seen in PR, if the rest of the map is this quality, its going to be awesome. Good luck and keep us updated.
mazur mikola
Posts: 128
Joined: 2007-11-20 11:58

Re: [Map] Mustaj (2km) [WIP]

Post by mazur mikola »

afghan map rool
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: [Map] Mustaj (2km) [WIP]

Post by Arnoldio »

Those river shots are very nice and detailed. The way to go!
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Orgies beat masturbation hands down. - Staker
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Mustaj (2km) [WIP]

Post by lucky.BOY »

GOOD LUCK!
Zulnex
Posts: 622
Joined: 2009-03-23 22:12

Re: [Map] Mustaj (2km) [WIP]

Post by Zulnex »

Looking very nice. 8-) Keep up the good work.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Mustaj (2km) [WIP]

Post by Pvt.LHeureux »

Don't say good luck guys, you don't need luck to do a map.

Good Sucess!!
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

I was wondering if anyone could help me find more information on afghan mountain agriculture.

Many videos I have seen and images show terraformed shelves carved out of mountains to create terraces. I am trying to find more information on the history of this practice so I understand it more. Asian countries use the flats to grow rice mostly.

What would be a reasonable crop to place?
Last edited by Tomking on 2010-11-22 19:30, edited 1 time in total.
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