[Map] Yunasaka Island [scrapped]

Maps created by PR community members.
Dylan
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Joined: 2006-05-29 00:41

Post by Dylan »

Im not even sure what sky texture I used. And :lol: oops about the sun position. That can be fixed easily though.
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Small update--- Grass

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http://img165.imageshack.us/img165/3180 ... 044hf8.jpg

What do you think of it? A little spread out and small enough to aim over. I know how annoying it can be to have to crouch to get a shot off. Its got 2 layers, to avoid excessive and unneeded lag. This is the first time ive used grass, so I am open for suggestions.
Happy
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Post by Happy »

Add some flowers and shrubs, maybe a few trees.
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Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Yeah. Im not up to par with where I want or need to be in the map. But I just wanted feedback on grass atm so I know what I need to do to it. Eh, and the flu is kicking my butt, so I am a bit slow right now.
Griffon2-6
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Joined: 2006-05-26 04:21

Post by Griffon2-6 »

How do you get two layers? And how did you make the grass lower? I tried to set the GeneralHeight option, and the cross size option, but no dough.
Dylan
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Joined: 2006-05-29 00:41

Post by Dylan »

I know what you mean. The general height is meaningless, it has no affect on the outcome, ignore it. What you do it right click the thing you named, and add a type. Add however many you want, remember though these are your layers. increase density to min 10 max 50.

To lower your undergrowth do this. Click the Plus tab next to RandomSizeScale, and change the factors for X and Y. Decrease the #s to a decimal number. I used .5 for x and .4 for y. This way I can see over the grass while prone. Play around with the settings though, and also increase variation to increase distance apart.?
Dylan
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Joined: 2006-05-29 00:41

Post by Dylan »

Update: Ultra light vegitation. Soon to be medium/heavily dense, but I was about to go to bed, and I wanted to just show some screens.

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http://img137.imageshack.us/img137/129/screen136qj3.png
duckhunt
Retired PR Developer
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Joined: 2005-08-28 18:20

Post by duckhunt »

Nice mate, good sky aswell. Are you gonna be roughing up the terrain abit or putting objects down for infantry cover? Or keeping it like that.

Glad to see this as I read in other thread your editor always crashing. Stick with it!

Btw im pretty sure much more overgrowth will give a bad fps drop. Maybe not for you but if you want everyone to play it!
DJJ-Terror
Posts: 671
Joined: 2006-06-14 21:51

Post by DJJ-Terror »

colour of the hills in distance and sky behind... try to match it better.
Who want to get things done will find a way and who dosen't will find an excuse.

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klan DOJAJA
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

'[R-CON wrote:DJJ-Terror']colour of the hills in distance and sky behind... try to match it better.
You mean the sky and fog colour.
Delta_Zulu5995
Posts: 42
Joined: 2006-06-22 04:54

Post by Delta_Zulu5995 »

I find it funny there's a blackhawk from nowhere...
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Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

The blackhawk was requested by BlakeJr, for his exclusive alpha run at it. ;)

I will be 99 percent likly to avoid any arial vehicles in this map, as the way I made it doesnt allow for fair advantage. Plus I dont see the realism in it either.
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Yeah, that's a good idea. I hate how JO mappers just pimp out the map with choppers and it turns into a total frag fest. Oh, and thanks for telling me how to lower grass. Now my map doesn't look like no one mowed the lawn for a year.
vfn4i83
Posts: 110
Joined: 2006-06-17 06:24

Post by vfn4i83 »

that las SS with all those trees, reminds me of OFP.

Nice work
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BlakeJr
Retired PR Developer
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Post by BlakeJr »

'[R-MOD wrote:Dylan']The blackhawk was requested by BlakeJr, for his exclusive alpha run at it. ;)

I will be 99 percent likly to avoid any arial vehicles in this map, as the way I made it doesnt allow for fair advantage. Plus I dont see the realism in it either.
Make that 100%.
This map is too small to have anything but possibly a few boats.
Also, having birds in the map may ruin your surprise ;)
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Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

BlakeJr wrote:Make that 100%.
This map is too small to have anything but possibly a few boats.
Also, having birds in the map may ruin your surprise ;)
Eh birds...Who needs em? If I could just add sulfur dioxide clouds coming from my volcano I could have an excuse for that. :P oh and np Griffon, its time consuming stuff (and I am lazy) so I am glad to help.
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Update! ...I am so lazy...

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duckhunt
Retired PR Developer
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Post by duckhunt »

Thats nice, is there going to be any gravel/dirt/tiles around those buildings as I dought theyd sit right ontop of grass. The sky and fog looks really good imo, maybe add some more terrain variation.
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Yes, I need to paint the terrain where it would feel more life like. I need to hold onto that thought because I want to create my roads first. (Which are relitivly easy to make) The terrain does need to be varied, but with that comes trees being slanted. I also feel the need to create a denser overgrowth setting for the big area just beyond the dock. It is way to easy to see across the map without trouble.
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

hehe. Thought all hope was lost? Negative. I have done some work the past couple of days, and am close to showing off some more screenshots within the next day or so. I got minor tweaking to do before I show you guys.
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