[Map] Musa Qala (2km) [WIP]
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Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Map] Musa Qala (2km) [WIP]
Looks like Kokan v2 with more variation! awsome work!
[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.
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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Mully
- Posts: 113
- Joined: 2011-12-11 19:11
Re: [Map] Musa Qala (2km) [WIP]
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.
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Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: [Map] Musa Qala (2km) [WIP]
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).
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).
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Onil
- Posts: 1232
- Joined: 2007-08-19 09:50
- Max_
- Retired PR Developer
- Posts: 636
- Joined: 2009-08-13 23:51
Re: [Map] Musa Qala (2km) [WIP]
Hey everyone,
I'm having a little problem after doing this,
This is the error it gives me when loading the map at "Collisions".

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:
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:
mq_corn_02:
mq_poppies_01:
mq_poppies_02:
Thanks,
I'm having a little problem after doing this,
This is the error it gives me when loading the map at "Collisions".

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
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:

mq_corn_02:

mq_poppies_01:

mq_poppies_02:

Thanks,
You do not have the required permissions to view the files attached to this post.
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: [Map] Musa Qala (2km) [WIP]
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.
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.
- Max_
- Retired PR Developer
- Posts: 636
- Joined: 2009-08-13 23:51
Re: [Map] Musa Qala (2km) [WIP]
Thank you!

instead of 30

instead of 30
- Mineral
- Retired PR Developer
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- Joined: 2012-01-02 12:37
- Location: Belgium
Re: [Map] Musa Qala (2km) [WIP]
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!
Make sure your anchors and objects are all centered to 0,0,0!
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LiamNL
- Posts: 585
- Joined: 2013-06-15 08:13
Re: [Map] Musa Qala (2km) [WIP]
Damn this looks good, would really want an event to playtest this bad boy.
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SIDEKILL3R
- Posts: 394
- Joined: 2013-02-28 06:45
Re: [Map] Musa Qala (2km) [WIP]
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
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camo
- PR:BF2 Developer
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Kovanaama
- Posts: 250
- Joined: 2011-09-07 15:04
Re: [Map] Musa Qala (2km) [WIP]
Lel.[R-CON]camo wrote:sidekiller all the maps are made by "our" players.
But yeah this is nice map. Lets have a test with full server and then list the problems, fix them and then release! yay!
- Max_
- Retired PR Developer
- Posts: 636
- Joined: 2009-08-13 23:51
Re: [Map] Musa Qala (2km) [WIP]
Hey,
I just finished working on the southern side of the river and got a new minimap with the progress.
Minimap: Without grid

I just finished working on the southern side of the river and got a new minimap with the progress.
Minimap: Without grid

- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: [Map] Musa Qala (2km) [WIP]
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
Got some screens? Editor ones?
- Max_
- Retired PR Developer
- Posts: 636
- Joined: 2009-08-13 23:51
Re: [Map] Musa Qala (2km) [WIP]
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.
Imgur Album
While taking the screenshots, I realized that the mountain was probably too high, or just out of place.
UG looks terrible.
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Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Map] Musa Qala (2km) [WIP]
Ohh lawd, please do some randomization to that mountain, looks smoother than a babys bum..
[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.
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.
- Max_
- Retired PR Developer
- Posts: 636
- Joined: 2009-08-13 23:51
Re: [Map] Musa Qala (2km) [WIP]
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

EDIT: one hour later.

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

EDIT: one hour later.

Last edited by Max_ on 2015-10-14 18:27, edited 2 times in total.
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SIDEKILL3R
- Posts: 394
- Joined: 2013-02-28 06:45
Re: [Map] Musa Qala (2km) [WIP]
yeah i worded that the wrong way[R-CON]camo wrote:sidekiller all the maps are made by "our" players.
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Kovanaama
- Posts: 250
- Joined: 2011-09-07 15:04
Re: [Map] Musa Qala (2km) [WIP]
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? 




