[Map] Mustaj (4km) [WIP]

Maps created by PR community members.
DenvH
Posts: 208
Joined: 2008-01-01 09:17

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

Post by DenvH »

Found something about Alfalfa Terraces in Afghanistan..

Image

Alfalfa Terraces

Note that that web page also has more pictures of Afghanistan.
Vision_16
Posts: 210
Joined: 2009-05-10 13:03

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

Post by Vision_16 »

Tomking wrote:Map Name: Mustaj (Working Title)


New Base Skeleton
http://i1038.photobucket.com/albums/a46 ... se001a.jpg
A military base would never be built directly at the base of large hills or mountains due to vulnerability. May want to re-think the placement (or terrain around base) if you're trying to make it conform to Project Reality. Just a suggestion. Map looks really good otherwise.
Image


|TG| MagnumPI : "Well that was a fun march of pwnage."
Tomking
Posts: 110
Joined: 2010-02-13 03:55

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

Post by Tomking »

DenvH wrote:Found something about Alfalfa Terraces in Afghanistan..

Image

Alfalfa Terraces

Note that that web page also has more pictures of Afghanistan.
Brilliant Find.

Thanks Sir.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

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

Post by sylent/shooter »

Vision_16 wrote:A military base would never be built directly at the base of large hills or mountains due to vulnerability. May want to re-think the placement (or terrain around base) if you're trying to make it conform to Project Reality. Just a suggestion. Map looks really good otherwise.
-Brings out photo of korengal Vally. I do believe that is up to PR standards and the base in below mountain ridges

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

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

Post by Tomking »

The locations of both the opfor and blufor main bases will be under careful consideration once I progress futher. Thanks for the input though! =) I will be weighing the pros and cons of realism vs gameplay once it evolves more.
Tomking
Posts: 110
Joined: 2010-02-13 03:55

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

Post by Tomking »

Updated OP
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

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

Post by Rhino »

your colour detail is really low rez... There is a setting in the layers options to increase the colour textures tile. I hope your going to redo your colour textures as they dont look very good right now.
Image
Tomking
Posts: 110
Joined: 2010-02-13 03:55

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

Post by Tomking »

Is there an optimum number to increase the color tile to?

I have checked the basic terrain tut thread and it doesn't mention anything other than detail texture, color pattern and material.

See image for reference. Is my tile setting too large now at 500-900?
http://i1038.photobucket.com/albums/a46 ... ortile.jpg
Last edited by Tomking on 2010-11-24 23:31, edited 1 time in total.
Hans Martin Slayer
Retired PR Developer
Posts: 4090
Joined: 2007-01-21 02:20

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

Post by Hans Martin Slayer »

Here's some useful information about the bf2 texture system: David Wahlberg | Resume
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

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

Post by VapoMan »

I like the overall shape and form of your terrain, it looks natural.

Image"Eight glorious sides and eight stunning angles!"Image
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

dont forget to paint your detail textures
with generated lowdetails your colormap will have a completly different look from the distance
Image
Tomking
Posts: 110
Joined: 2010-02-13 03:55

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

Post by Tomking »

So I followed the Wahlberg steps and realize that I've got myself into a pickle.

Foremost my detail/color layers were not setup to be
Layer 1 - Rock (High)
Layer 2 - Grass/Soil (Low)
Layer 3 - Rock/Earth (Steep)

So Once I changed them into the correct order. I tailored their tile numbers to be higher rez. Made sure the rock textures were side tiling and higher rez. Then Generated new low detail maps.

But now I can no longer use my paint brush like I was before. When I toggle paint both and choose a detail/color combo it no longer replaces the low detail texture.

I have to save, close the program and reload the file in order to see any change made.

Is this normal?

Is there a way to reset all layers to 'blank' and clear all painted areas off the map without creating a new file?
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

usually its
Layer 1 - Rock (steep)
Layer 2 - Grass (high)
Layer 3 - Sand/Gravel (low)
Image
Tomking
Posts: 110
Joined: 2010-02-13 03:55

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

Post by Tomking »

[Facepalm]


Pause.



[/Facepalm]

:neutral:

I think a light bulb just went off.
Last edited by Tomking on 2010-11-25 16:45, edited 1 time in total.
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

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

Post by AFsoccer »

Tomking wrote: I have to save, close the program and reload the file in order to see any change made.

Is this normal?
Make sure you click on "Set Low Detail Texture" at least once after picking your lowdetail texture. Then every time you paint over a texture with a different texture, you have to click on "Generate Low Detailmap". The editor will then update the changes without having to save and restart.

PS: Both of these buttons are in the right toolbar when you're using the texture tool (i.e. painting).
Tomking
Posts: 110
Joined: 2010-02-13 03:55

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

Post by Tomking »

UPDATED OP
Last edited by Tomking on 2010-11-28 00:39, edited 1 time in total.
Deer
Posts: 1603
Joined: 2005-03-17 09:31

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

Post by Deer »

Looking good, just fill it with trees, fields and interesting compounds and should be fun map =) You could make spots with lots of trees and big areas with less trees for example and some areas with no trees maybe ?
Last edited by Deer on 2010-12-10 08:47, edited 1 time in total.
Tomking
Posts: 110
Joined: 2010-02-13 03:55

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

Post by Tomking »

I'm nearly 50% complete painting the terrain. And 75% shaping the terrain.(Not currently shown in the OP)
Both the terrain shaping and painting will be subject to change I'm sure, considering I don't have any compound statics at my disposal. Once I start refining my undergrowth and overgrowth skills I will share an 'uninhabited' series of images for the map and go from there.

I will be updating the OP with the aforementioned material hopefully nearing the end of next week.
H.sta
Posts: 1355
Joined: 2006-12-07 12:40

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

Post by H.sta »

This is looking really good :D

I really like the style of your map, good luck :)
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