[Map] Phu Nguoi (2km) [WIP] (PR:V)

Maps created by PR community members.
Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)

Post by Nightingale »

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Are these kinds of "micro-cliffs" still too unrealistic?

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How do I see which texture palette a certain static uses? How do I assign a different texture palette to a static from the default one it uses?
Last edited by Nightingale on 2014-12-03 16:14, edited 1 time in total.
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Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)

Post by Ason »

Nightingale wrote:How do I see which texture palette a certain static uses? How do I assign a different texture palette to a static from the default one it uses?
I think you are looking for this

https://www.realitymod.com/forum/f189-m ... ntent.html
derg
Posts: 237
Joined: 2009-03-17 21:07

Post by derg »

i really like your terrain work!
you might need to adjust the terrain a bit after applying textures to avoid ugly distortions though.

GT-I9515
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)

Post by Rhino »

Ye that's looking much better although I would really smooth off those sharp corners a little as they will morph really badly at even a smallish distance right now.
Nightingale wrote:How do I see which texture palette a certain static uses? How do I assign a different texture palette to a static from the default one it uses?
here: https://www.realitymod.com/forum/f189-m ... mance.html

But you can't change the texture palette it uses, without reworking the whole statics UVs as well which requires it to be imported, fixed up, re-UVed, and this for all its LODs too, then re-exported.

But if you want to do some edits to a current palette for your map, like for example how tents are tan on desert maps, and green on woodland maps, or like how the city buildings are much whiter on Muttrah than on normal maps, then its a matter of making a new version of that texture palette with a new texture suffix.
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Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)

Post by Nightingale »

Thanks for the feedback and links guys :grin: I'll be smoothing off those edges and using the projection mapping on the river to make it look nice after I've settled on the general shape of the terrain. Just wanted to check that these kinds of micro-cliffs are believable. There will be also more "flat parts" that infantry can use to swim back onto shore if they fall into the river.

Now I get to do the fun part of choosing vegetation and laying out villages :D
SIDEKILL3R
Posts: 394
Joined: 2013-02-28 06:45

Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)

Post by SIDEKILL3R »

EPIC!!! MAP JUST EPIC
Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)

Post by Nightingale »

Any tips for avoiding the problem where the SecondaryTerrain patch gets corrupted and turns into a spiky noisy mess? :? ??:

I've had to undo several hours of work several times now because I keep having to use my backups.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)

Post by Rabbit »

Make new surrounding terrain, import.
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AfSoccer "I just don't see the natural talent."
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