[Map] Musa Qala (2km) [WIP]

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Zeno
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Joined: 2008-09-07 14:16

Re: [Map] Musa Qala (2km) [WIP]

Post by Zeno »

Looks like Kokan v2 with more variation! awsome work!
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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.
Mully
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Joined: 2011-12-11 19:11

Re: [Map] Musa Qala (2km) [WIP]

Post by Mully »

Maybe add some bushes near the shore of the rivers. That's nearly 300M of open spaces for scope equipped BlueFOR to engange OPFor inf who don't have scopes.
Insanitypays
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Re: [Map] Musa Qala (2km) [WIP]

Post by Insanitypays »

Apart from the gameplay advantage, you should do some work to the aesthetic around the rivers to simulate areas of deposition and erosion along its path.
It also seems to be a significant body of fresh water, so there should naturally be some more foliage and likely a degree of human impact as well (structures, boats, pollution).

"Go to Heaven for the climate, Hell for the company." -Mark Twain
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Onil
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Re: [Map] Musa Qala (2km) [WIP]

Post by Onil »

Looking quite promising, keep up the good work!
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Max_
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Re: [Map] Musa Qala (2km) [WIP]

Post by Max_ »

Hey everyone,

I'm having a little problem after doing this,

This is the error it gives me when loading the map at "Collisions".
Image

I'm using corn_maize_clump_01 and poppies_white_clump_01 for my fields.
Those fields uses lod1, so I removed them.

My final fields doesn't have a lod1.


I did regenerate my lightmaps and overgrowth atlas. Got the same result.

This is my OvergrowthAtlas.tai:

Code: Select all

objects/staticobjects/pr/textures/rocks_c.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0, 0, 0.25, 1
/objects/vegitation/pr/textures/tallgrass.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.25, 0, 0.125, 1
objects/vegitation/pr/textures/tree_deciduous_2_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.375, 0, 0.25, 0.5
objects/vegitation/pr/textures/tree_deciduous_3_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.375, 0.5, 0.25, 0.5
objects/vegitation/pr/textures/tree_deciduous_4_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.625, 0, 0.25, 0.5
objects/vegitation/pr/textures/deciduous_bush_2_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.875, 0, 0.125, 0.25
objects/vegitation/pr/textures/hedgerow_20m_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.625, 0.5, 0.25, 0.125
objects/vegitation/pr/textures/hedgerow_10m_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.875, 0.25, 0.125, 0.125
objects/vegitation/pr/textures/tree_deciduous_lod_top.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.625, 0.625, 0.0625, 0.25
objects/vegitation/pr/textures/hedgerow_5m_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.875, 0.375, 0.0625, 0.125
I'm not sure if this is cause of the problem, but my fields aren't in OvergrowthAtlas.tai.

And I have no idea what to do now.

I attach my fields to this post in case someone want to look at them.
mq_corn_01: Image
mq_corn_02: Image
mq_poppies_01: Image
mq_poppies_02: Image

Thanks,
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Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
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Mineral
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Re: [Map] Musa Qala (2km) [WIP]

Post by Mineral »

Should update the tutorial, but yeah you need a _lod mesh and corresponding con and tweak files. Simply copy the staticmesh of the field and add _lod in the name.

https://www.dropbox.com/s/dtzy0zwx7kwo0 ... 1.zip?dl=0

Then add con and tweak files similar to that one. In the end your setup should be similar.
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Max_
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Re: [Map] Musa Qala (2km) [WIP]

Post by Max_ »

Thank you!

Image
instead of 30
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Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
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Mineral
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Re: [Map] Musa Qala (2km) [WIP]

Post by Mineral »

Yeah it's a great method to improve performance :) Let us know if you run into any issues. It's still a bit of an experiment as we have reports of them dissapearing from certain angles etc.

Make sure your anchors and objects are all centered to 0,0,0!
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Max_
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Post by Max_ »

Yesterday I ran around for a good 45 minutes and didn't found any issues.

Everything is set to 0,0,0. :)

Sent from my XT1032 using Tapatalk
Last edited by Max_ on 2015-09-29 13:44, edited 1 time in total.
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Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: [Map] Musa Qala (2km) [WIP]

Post by LiamNL »

Damn this looks good, would really want an event to playtest this bad boy.
SIDEKILL3R
Posts: 394
Joined: 2013-02-28 06:45

Re: [Map] Musa Qala (2km) [WIP]

Post by SIDEKILL3R »

Hope once everything is in top shape with the map that the Devs decide on including this map the more new maps made by our players the better
camo
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Re: [Map] Musa Qala (2km) [WIP]

Post by camo »

sidekiller all the maps are made by "our" players.
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Kovanaama
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Re: [Map] Musa Qala (2km) [WIP]

Post by Kovanaama »

[R-CON]camo wrote:sidekiller all the maps are made by "our" players.
Lel.

But yeah this is nice map. Lets have a test with full server and then list the problems, fix them and then release! yay! :)

FDF Looking for Modellers, Mappers, Textureartists and Exporters! #fdfpr @ QuakeNet orPM Hulabi
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Max_
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Re: [Map] Musa Qala (2km) [WIP]

Post by Max_ »

Hey,

I just finished working on the southern side of the river and got a new minimap with the progress.


Minimap: Without grid
Image
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Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
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Mineral
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Re: [Map] Musa Qala (2km) [WIP]

Post by Mineral »

Solid progress! Defintly need to work on a more interesting colour map though. Very flat coloring. Mostly taling about the sandy mountains in the east and the fields. Hard to judge things from minimap alone though :p Got some screens? Editor ones?
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Max_
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Re: [Map] Musa Qala (2km) [WIP]

Post by Max_ »

Took some in-game screenshots.
Imgur Album

While taking the screenshots, I realized that the mountain was probably too high, or just out of place.

UG looks terrible.
Image
Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
Zeno
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Joined: 2008-09-07 14:16

Re: [Map] Musa Qala (2km) [WIP]

Post by Zeno »

Ohh lawd, please do some randomization to that mountain, looks smoother than a babys bum..
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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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Max_
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Re: [Map] Musa Qala (2km) [WIP]

Post by Max_ »

That mountain is gone.

I making a new one, Just want to show you in what direction I'm going with that new one.

Still heavy WIP
Image

EDIT: one hour later.
Image
Last edited by Max_ on 2015-10-14 18:27, edited 2 times in total.
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Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
SIDEKILL3R
Posts: 394
Joined: 2013-02-28 06:45

Re: [Map] Musa Qala (2km) [WIP]

Post by SIDEKILL3R »

[R-CON]camo wrote:sidekiller all the maps are made by "our" players.
yeah i worded that the wrong way
Kovanaama
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Joined: 2011-09-07 15:04

Re: [Map] Musa Qala (2km) [WIP]

Post by Kovanaama »

Looks a lot better. I noticed that little fenced area in somewhere in J3, can you make tunnels over there too? It would be cool if there would be possibly INS layout maybe? ;)

FDF Looking for Modellers, Mappers, Textureartists and Exporters! #fdfpr @ QuakeNet orPM Hulabi
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