[Map] Karez Offensive (4km) [WIP]
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Wicca
- Posts: 7336
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Re: [Map] Karez Offensive (4km) [WIP]
Ill do a private test with you and some Nor members rudd.
Oh yeah now that you mention it, i cant fully remember why. But i think when you use binocs, it renders more, aswell as overgrowth on a longer distance, and players and veichles are like the same render distance.
Oh yeah now that you mention it, i cant fully remember why. But i think when you use binocs, it renders more, aswell as overgrowth on a longer distance, and players and veichles are like the same render distance.
Xact Wicca is The Joker. That is all.
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]
Im confused about this, lightmap thing.
Oh also rudd. At 950 m, things are quite small in PR. Like a dot.
Oh also rudd. At 950 m, things are quite small in PR. Like a dot.
Xact Wicca is The Joker. That is all.
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VapoMan
- Retired PR Developer
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Re: [Map] Karez Offensive (4km) [WIP]
*edit* nevermind
"Eight glorious sides and eight stunning angles!"
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Wicca
- Posts: 7336
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Re: [Map] Karez Offensive (4km) [WIP]
Rudd im going to kill my map. Why wont it make my water transparrenT?!
Xact Wicca is The Joker. That is all.
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Rhino
- Retired PR Developer
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Re: [Map] Karez Offensive (4km) [WIP]
If its sea water, terrain lightmaps are required. If its a waterplane, you need to lightmap the waterplane itself and then pack the LM atlas and zip it up.
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]
deleted all water. cause i hate water now. Also im considering putting the viewdistance to 1400 m. Cause it might solve some of the rendering issues.
However i belive the performance is like korengal or the other one fallujah yeah.
Will be interesting.
However i belive the performance is like korengal or the other one fallujah yeah.
Will be interesting.
Xact Wicca is The Joker. That is all.
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Agemman
- Posts: 383
- Joined: 2007-02-13 12:57
Re: [Map] Karez Offensive (4km) [WIP]
I heard you like the Karez Offensive?











Permission given by Wicca for this. Hope you enjoy it, it is a great map to play around on. Good settings for firefights (seen a few).











Permission given by Wicca for this. Hope you enjoy it, it is a great map to play around on. Good settings for firefights (seen a few).

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Wicca
- Posts: 7336
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Re: [Map] Karez Offensive (4km) [WIP]
Ah thanks agemman. I hate posting pics. Cause i just hate.... Imageshack..
Xact Wicca is The Joker. That is all.
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Adriaan
- Retired PR Developer
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- Joined: 2008-10-22 21:47
Re: [Map] Karez Offensive (4km) [WIP]
Use imgur, it's really easy!Wicca wrote:Ah thanks agemman. I hate posting pics. Cause i just hate.... Imageshack..

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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [Map] Karez Offensive (4km) [WIP]
It actually looks like Afghanistan now (compared to the old Nevada style area
)
But that doesnt mean I dont want pics of the water areas
But that doesnt mean I dont want pics of the water areas

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Agemman
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BroCop
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]
Crocop, i said so in the thread a few posts back 
Cause i just couldnt figure out the water tuts. I tried everything. Like i do. I Googled, redid. Did and moved stuff edited shit. Derrrp. And then nothing. So i gave up and decided to ditch them.
If someone wanted to do it for me. Go ahead, im too stupid
Cause i just couldnt figure out the water tuts. I tried everything. Like i do. I Googled, redid. Did and moved stuff edited shit. Derrrp. And then nothing. So i gave up and decided to ditch them.
If someone wanted to do it for me. Go ahead, im too stupid
Xact Wicca is The Joker. That is all.
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Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: [Map] Karez Offensive (4km) [WIP]
What about making it a dry riverbed? It honestly looks like one from the pics just missing a dried mud texture. But then again, there would not be loads of trees lining a dry river bed.

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Wicca
- Posts: 7336
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Re: [Map] Karez Offensive (4km) [WIP]
Well it will be a dried up riverbed.
But i dunno about putting logs in them?
Anywa, ill make a gameplay test very soon. Stand by.
But i dunno about putting logs in them?
Anywa, ill make a gameplay test very soon. Stand by.
Xact Wicca is The Joker. That is all.
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Amok@ndy
- Retired PR Developer
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- Joined: 2008-11-27 22:13
Re: [Map] Karez Offensive (4km) [WIP]
dont do this mistake again, like i know you, you still havent enough places of interest (PoI) and having flags in the middle of knowhere isnt a good decisionWicca wrote:Anywa, ill make a gameplay test very soon. Stand by.
wait with your next test until the maps progress is much further,
its just a tipp and like i know you, you dont listen to tipps...

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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [Map] Karez Offensive (4km) [WIP]
Well Andy you look like a regular on PRTA TS3. Just drop him 10 minutes to figure out how to get water properly 

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Wicca
- Posts: 7336
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Re: [Map] Karez Offensive (4km) [WIP]
Who said anything about flags?
Xact Wicca is The Joker. That is all.
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Map] Karez Offensive (4km) [WIP]
Hello, ive just messed around and found out few things:
The sun effect is mispositioned, as can be seen in the video. Tested it all around the map:

The sun effect is also somehow flicking through various surfaces:

The flag in MEC main is not sunk porperly:

A magical flying rock:


Some flying bushes on the edge of map, on the western end of river creek:

There is also a very wierdly placed bridge in J 6 kpd8 - video:

Vehicles seem to slide sidewards on slightest slopes, reminds me of Op. Snowstorm. I thought they should stay or roll over...

I dont like this mix of statics, too wierd:

On a positive note, i really love the view distance and general map layout. Would be interesting to see how it works out without flags
-lucky
The sun effect is mispositioned, as can be seen in the video. Tested it all around the map:

The sun effect is also somehow flicking through various surfaces:

The flag in MEC main is not sunk porperly:

A magical flying rock:


Some flying bushes on the edge of map, on the western end of river creek:

There is also a very wierdly placed bridge in J 6 kpd8 - video:

Vehicles seem to slide sidewards on slightest slopes, reminds me of Op. Snowstorm. I thought they should stay or roll over...

I dont like this mix of statics, too wierd:

On a positive note, i really love the view distance and general map layout. Would be interesting to see how it works out without flags
-lucky

