[Map] Northeastern USA (2km) [WIP]

Maps created by PR community members.
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Map] Northeastern USA (2km) [WIP]

Post by Wakain »

LITOralis.nMd wrote:We're going to have map set in the interchange between 3 shopping malls, 2 marinas and a golf club directly and on top of the underground junctions of the fiber optic networks of the national military and intelligence agencies??

interesting... choice... of... locations...
it's either that, or it'll be a shootout in the far west

show us other stuff in your movies and we can renegotiate ;)
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Northeastern USA (2km) [WIP]

Post by Shovel »

Ran into a slight problem while placing suburb roads.

Basically, when I first place a road, I shows up like it should. But, after a while (not sure what happens) the ends of the road start to disappear, like so:
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I know that the last pair of points should not show a road, but the ones before it are disappearing too.
Why is this happening?
Shovel009
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Northeastern USA (2km) [WIP]

Post by sylent/shooter »

this has something to do with the octaves on the road. When switched off this will sometimes happen. I just switch it back to 3 so that I can see where it is and then when I save it I save it at 0 octaves. Do not worry Shovel, the roads appear ingame as they should :P

Killing the enemy sylently
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Northeastern USA (2km) [WIP]

Post by Rhino »

First, read this tut since your not using intersections: https://www.realitymod.com/forum/f189-m ... tions.html

second, make sure all your spline settings have "Road.FadeDistAt*" set to 0/3 as per default, if not, they need to be otherwise they wont blend correctly.
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Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Northeastern USA (2km) [WIP]

Post by Shovel »

Okay, I fixed it by changing the octaves back to 3.

I haven't been using intersections because the roads that I am using don't have corresponding intersections, so I was planning to make my own at some point in the future.

Thanks for the help.
Shovel009
Rhino
Retired PR Developer
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Re: [Map] Northeastern USA (2km) [WIP]

Post by Rhino »

Place the intersections in now, even if you don't have ones with matching textures (you can swap them out later) as otherwise your have to redo all your splines in order to put them in later.

Or at the very least leave gaps in your splines in between where you want to put them in but that's harder to forward plan doing it that way.
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Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Northeastern USA (2km) [WIP]

Post by Shovel »

[R-DEV]Rhino wrote:Place the intersections in now, even if you don't have ones with matching textures (you can swap them out later) as otherwise your have to redo all your splines in order to put them in later.

Or at the very least leave gaps in your splines in between where you want to put them in but that's harder to forward plan doing it that way.

Rgr, will do.

Even without the intersections the suburb roads don't look TOO bad, but I will leave gaps.

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Shovel009
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Northeastern USA (2km) [WIP]

Post by AFsoccer »

There are official PR-released maps without intersections but it's best to use them if you can.

As for the fading issue, do what Rhino said... turn the fade off. Also clicking on make "final roads" will also help... but then I think you're supposed to make them "ghost roads" again if you're going to modify them. It's easy to do. Just click on the spline and then "ghost".
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Northeastern USA (2km) [WIP]

Post by Rhino »

[R-DEV]AFsoccer wrote:There are official PR-released maps without intersections but it's best to use them if you can.
Ye, but only because the mapper didn't put down intersections to begin with then couldn't be asked to redo his splines later or couldn't for loosing the editor files.

Its not too bad but it doesn't look anything like as good as a proper intersection.
Last edited by Rhino on 2012-01-23 01:22, edited 1 time in total.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Northeastern USA (2km) [WIP]

Post by Rudd »

yeah intersections look alot better
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Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Northeastern USA (2km) [WIP]

Post by Shovel »

K, will do that.

Also, another screenshot:
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Shovel009
Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

Re: [Map] Northeastern USA (2km) [WIP]

Post by Jafar Ironclad »

This map clearly calls for the creation of an "American Insurgents" community faction.

Less jokingly, this map's got great potential. Rock and roll!
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Northeastern USA (2km) [WIP]

Post by Pvt.LHeureux »

lol Chinatowns insurgents fighting for their home country!
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Northeastern USA (2km) [WIP]

Post by Shovel »

Hmmm, US insurgents.

For vehicles they have Toyota pickup trucks. And they all use shotguns.
Shovel009
Panzerfire
Posts: 1717
Joined: 2008-03-19 01:37

Re: [Map] Northeastern USA (2km) [WIP]

Post by Panzerfire »

nah dude... this calls for ganstas with automatic weapons. :lol:

USMCMIDN: KILL EVERYTHING!
gx: KILL! KILL! KILL 'EM ALL!!
[R-DEV]Dunehunter: Great attitude for hearts and minds :p
Ratface
Retired PR Developer
Posts: 962
Joined: 2011-04-21 18:57

Re: [Map] Northeastern USA (2km) [WIP]

Post by Ratface »

Lol, i always thought about U.S. insurgents in a U.S. based game...

Give collaborators paintball guns ^^
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Northeastern USA (2km) [WIP]

Post by Zeno »

Ratface wrote:Lol, i always thought about U.S. insurgents in a U.S. based game...

Give collaborators paintball guns ^^
U.S based game?
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

Re: [Map] Northeastern USA (2km) [WIP]

Post by Jafar Ironclad »

Think he means U.S.-based map.

"A rifle behind every blade of grass", as has been often mis-attributed to Isoroku Yamamoto.
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: [Map] Northeastern USA (2km) [WIP]

Post by ma21212 »

Must say I really do like the new setting, tired of same old anonymous middle eastern/asian setting.
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Northeastern USA (2km) [WIP]

Post by dtacs »

Definitely some awesome potential. It has to be the Russians invading, with the ability to drop commie leaflets from a plane all over the suburbs.

What the hell, just re-enact WiC.

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