[Map] Badghis mountains (2km) [WIP]

Maps created by PR community members.
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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Badghis mountains (2km) [WIP]

Post by rodrigoma »

The map looks good.
But one thing you ahve to look out for is mixing in so many static types ;/
I can see chinese walls with bf2 desert huts or PR afghan v2 statics and even those old retired afghan houses and walls. Not to mention the vietnam temple ruin ;)
Try to keep to the same kind of statics it will look better and not cause s many problems with performance.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rudd »

i echo rod's sentiment, looks like a few naughty objects are being used on top of the cuboidal grey enterable

A custom colour texture foe your cliffs would be great imo

Networkable count?

In that screen with the sandbag bunkers and destroyed tanks I would recommend using concrete bukers, I assume these are from old wars, using the wreck versions would look way better.
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

mostly placeholders for the new glorious afghan statics we have been promised :)
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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.
Phoenixo_Idaho
Posts: 380
Joined: 2010-03-02 21:37

Re: [Map] Badghis mountains (2km) [WIP]

Post by Phoenixo_Idaho »

Zeno wrote:mostly placeholders for the new glorious afghan statics we have been promised :)
But are you sure these new statics will be ready at time ? :-?
Phoenixo_Idaho ; Medic & Mortars Specialist
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: [Map] Badghis mountains (2km) [WIP]

Post by waldov »

THis map looks very good id like to play this one!
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

fired up the editor in 1.0 now, gonna get some work done :)
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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.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: [Map] Badghis mountains (2km) [WIP]

Post by Psyrus »

Zeno wrote:fired up the editor in 1.0 now, gonna get some work done :)
Woot! Please keep it up, this looks fantastic :D
H.sta
Posts: 1355
Joined: 2006-12-07 12:40

Re: [Map] Badghis mountains (2km) [WIP]

Post by H.sta »

Zeno wrote:fired up the editor in 1.0 now, gonna get some work done :)
Good to hear :D
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

well, i know you like pictures, so here are some new ones:

the minimap is a couple of days old, most of the new work has been in improving the compounds and adding new ones, which i personaly find a pain in the arse.. :roll:

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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.
Insanitypays
PR:BF2 Developer
Posts: 753
Joined: 2009-06-13 09:23

Re: [Map] Badghis mountains (2km) [WIP]

Post by Insanitypays »

Looking good

"Go to Heaven for the climate, Hell for the company." -Mark Twain
[/CENTER]
KaB
Retired PR Developer
Posts: 1016
Joined: 2011-12-12 12:38

Re: [Map] Badghis mountains (2km) [WIP]

Post by KaB »

Looks interesting !
EA_SUCKS
Posts: 84
Joined: 2014-10-08 12:53

Re: [Map] Badghis mountains (2km) [WIP]

Post by EA_SUCKS »

looking good
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

i seem to still have issues with my colormap missmatching, (the tiles are not alligned properly) but my Slice tool is not working on my new pc, anyone know another tool that does the same job?
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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.
User avatar
Ason
PR:BF2 Developer
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Joined: 2012-10-22 10:29

Re: [Map] Badghis mountains (2km) [WIP]

Post by Ason »

Zeno wrote:i seem to still have issues with my colormap missmatching, (the tiles are not alligned properly) but my Slice tool is not working on my new pc, anyone know another tool that does the same job?
I'm not sure but maybe this? Awesome map btw! :)
https://www.realitymod.com/forum/f189-m ... paint.html
Originally Posted by [PC]BF2C|Token
BF2_TSplit

A simple command line tool, used by BF2_TPaint that will take a full size color / detail texture and split it up in to the smaller textures used by the bf2 editor.

You could also use it to split up textures generated with programs such as Terragen or World Machine. It's syntax is:

bf2_tsplit [detailmap] [colormap]

or you can give "null" as the filename to either argument if you want to just split a colormap, or just split a detailmap. Just make sure that the original images that you are splitting are the right size for your height map.

Token 2005
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rudd »

Zeno wrote:i seem to still have issues with my colormap missmatching, (the tiles are not alligned properly) but my Slice tool is not working on my new pc, anyone know another tool that does the same job?
so the colours are ok in editor but ingame you have a half meter misalinement?

you need to do hi res lightmaps if so
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

[R-DEV]Rudd wrote:so the colours are ok in editor but ingame you have a half meter misalinement?

you need to do hi res lightmaps if so
it started after first terrain lightmap on medium yes, after that it got shifted in editor also :roll:
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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.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

Originally Posted by [PC]BF2C|Token
BF2_TSplit

A simple command line tool, used by BF2_TPaint that will take a full size color / detail texture and split it up in to the smaller textures used by the bf2 editor.

You could also use it to split up textures generated with programs such as Terragen or World Machine. It's syntax is:

bf2_tsplit [detailmap] [colormap]

or you can give "null" as the filename to either argument if you want to just split a colormap, or just split a detailmap. Just make sure that the original images that you are splitting are the right size for your height map.

Token 2005
hmm, its a long time since i did this, what does he mean i should do?
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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.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rhino »

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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

thanks Rhino, totaly forgot that tutorial :mrgreen:
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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.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

Working on a "russian" abandoned trench system together with a small outpost, should work very well as a tough defensive position for the Taliban:
(ignore the wierd texture in the horizon, screenshot from editor)
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Its going to be a very hard map for the Blufor, even thou its not as hard to find the caches when first located, the terrain will be extremely hard to advance and attack in. Focus will be on grunt vs grunt fight in the hills and compounds:

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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.
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