He already got it from me hehe'[R-COM wrote:Arc_Shielder;2115208']Do you think this road would suit your map?
http://i.imgur.com/b3mc8U9.png
It seems to fit your map's ground color.
[Map] Musa Qala (2km) [WIP]
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Ratface
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Re: [Map] Musa Qala (2km) [WIP]
- Max_
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Re: [Map] Musa Qala (2km) [WIP]
@Ason: Yep, a lot of progress happened this week.
@Arc_Shielder: I asked Ratface a few weeks ago. Sadly, I had to modify the texture a little bit. But don't worry, I'm using a texture suffix.

@W.Darwin: Thanks, Don't worry I have plans for tunnels connecting compounds/houses together and those lazy forest areas got removed.
@Arc_Shielder: I asked Ratface a few weeks ago. Sadly, I had to modify the texture a little bit. But don't worry, I'm using a texture suffix.

@W.Darwin: Thanks, Don't worry I have plans for tunnels connecting compounds/houses together and those lazy forest areas got removed.
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W.Darwin
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Re: [Map] Musa Qala (2km) [WIP]
max nice wrote: @W.Darwin: Thanks, Don't worry I have plans for tunnels connecting compounds/houses together and those lazy forest areas got removed.
Tunnels connecting compounds and houses? OoooOooh nice
I still like my idea of Gaz Station in B-1 hehe
Or Castle in Kilo-4
Well, good continuation for that map or, Bon d?veloppement!
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Re: [Map] Musa Qala (2km) [WIP]
Updated OP with new minimap, layouts and new screenshots.
max nice wrote:Musa QalaName: Musa Qala
Location: Helmand, Afghanistan
Size: 2km
Factions: USMC, British or ANA vs. Taliban
Game play type: Infantry, Medium vehicles
Game modes: AAS, INS, SKR
Layouts:
Musa Qala Layouts - Album on Imgur
Minimap:
Screenshots:
Musa Qala Sceenshots - Album on Imgur
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Arc_Shielder
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Re: [Map] Musa Qala (2km) [WIP]
Great work! Nice to see that the WW2 roads are being used well.
Just one very small thing:

Stretch the splines properly in this one and make better use of its width.
Just one very small thing:

Stretch the splines properly in this one and make better use of its width.

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Re: [Map] Musa Qala (2km) [WIP]
Is this better? and by width do you mean having less empty area around the roads?[R-COM]Arc_Shielder wrote:Stretch the splines properly in this one and make better use of its width.

- Ason
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Re: [Map] Musa Qala (2km) [WIP]
Nice max! Those roads looks good now imo, but if you want to make it look even better you could make them turn onto other roads at intersections, like they have been shaped by cars turning left and right. You can make the UG flowers look better by choosing another mesh, those hexagon meshes(or whatever you're using) don't really work with the flower texture, try the thistle mesh, I think it works better for flowers.

- Max_
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Re: [Map] Musa Qala (2km) [WIP]
Applied the main road texture to another WW2 road that as alpha around the tracks, great for intersections.

But the 4 ways intersections gets really cluttered with tracks really quickly.

But the 4 ways intersections gets really cluttered with tracks really quickly.
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Re: [Map] Musa Qala (2km) [WIP]
Yeah, just keep track of prios, can be a mess and pain in the *** if you don't set correct prios as you go. Looks very nice btw!

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derg
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Dude_Nukem
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Re: [Map] Musa Qala (2km) [WIP]
It's looking great man! Eager to play some SPG-techy on this map.
I have a couple of questions:
1)What are the arrows for, looking at the AAS layer. Spawnpoints?
2)What's the reason for no artillery for opfor but bluefor does?
3)What will be the view distance on this map? Just curious.
4)Will there be 'water' bridges to cross?
Haha, I am just being curious. Had some spare time on my hands, and hiding away from school stuff. Anyway, keep it up!
I have a couple of questions:
1)What are the arrows for, looking at the AAS layer. Spawnpoints?
2)What's the reason for no artillery for opfor but bluefor does?
3)What will be the view distance on this map? Just curious.
4)Will there be 'water' bridges to cross?
Haha, I am just being curious. Had some spare time on my hands, and hiding away from school stuff. Anyway, keep it up!
Last edited by Dude_Nukem on 2016-02-13 19:09, edited 1 time in total.
The dude: Yeah, well, you know.. that's just like, uh.. your opinion man.
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Re: [Map] Musa Qala (2km) [WIP]
Thanks for the support guys. 

Those are the 4-ways intersection for the moment. I'll add some variation with the prios to all of them, same with the 3-ways.
Dude_Nukem wrote: I have a couple of questions:
1)What are the arrows for, looking at the AAS layer. Spawnpoints?
2)What's the reason for no artillery for opfor but bluefor does?
3)What will be the view distance on this map? Just curious.
4)Will there be 'water' bridges to cross?Anyway, keep it up!
- Rally points at the start of the game. (I want to try something new, still an experiment)
- Taliban have mortars area attacks, it doesn't show on the Layer Overviews.
- <800
- Yes, there will be land bridge on the south, north side of the main river and near the BluFor main Base. A few CSBs along the main river and the south river.

Those are the 4-ways intersection for the moment. I'll add some variation with the prios to all of them, same with the 3-ways.
Last edited by Max_ on 2016-02-15 08:01, edited 2 times in total.
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Zeno
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Re: [Map] Musa Qala (2km) [WIP]
that some high quality intersection right theremax nice wrote:Thanks for the support guys.
- Rally points at the start of the game. (I want to try something new, still an experiment)
- Taliban have mortars area attacks, it doesn't show on the Layer Overviews.
- <800
- Yes, there will be land bridge on the south, north side of the main river and near the BluFor main Base. A few CSBs along the main river and the south river.
Those are the 4-ways intersection for the moment. I'll add some variation with the prios to all of them, same with the 3-ways.
[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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Re: [Map] Musa Qala (2km) [WIP]
Why can't I have nice things, in-game the "large roads" fight with the "intersection roads" to get on top of each other depending of the angle and distance you look at them, and yes my prios are set correctly.

I will explore the custom intersections statics way.

I will explore the custom intersections statics way.
Last edited by Max_ on 2016-02-16 03:05, edited 1 time in total.
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derg
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Outlawz7
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Re: [Map] Musa Qala (2km) [WIP]
When you say "large roads" and "intersection roads", is that two different road templates? If so, good luck, I never figured it out. Some road templates just happen to get on top of other templates, couldn't find the logic behind it. Best to use only one road template.

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Rhino
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Re: [Map] Musa Qala (2km) [WIP]
Best way to fix it would be to make a new intersection static/texture, so you don't have overlapping roads and just connect your roads to the intersection static. Biggest downside to this, other than having to make it, is the intersection does need to be placed on flat terrain 
- Max_
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I took a look at the BF2 and your intersections for mutrah and find out that I need to make brand new one.
Because BF2 roads textures are only one half of the road with a mirror to get the full road.
Later today I'll start working on them and redo my fields because I need lods, mainly the corn fields, those are heavy as hell.
Sent from my XT1032 using Tapatalk
Because BF2 roads textures are only one half of the road with a mirror to get the full road.
Later today I'll start working on them and redo my fields because I need lods, mainly the corn fields, those are heavy as hell.
Sent from my XT1032 using Tapatalk
Last edited by Max_ on 2016-02-18 21:49, edited 2 times in total.
- Max_
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Re: [Map] Musa Qala (2km) [WIP]
I tried...

As you can see this isn't my thing.
I'll try again, latter.
I need to cut the entrance by half so it won't be that huge and have more movement near the intersection to connect a road.
I tried to follow the texture tutorial, really hard without screenshots, thanks ImageShack for purging them.
EDIT: Finally figured out how UV works

EDIT2: Colors are a bit off for some reason.


also a very complex assets list. (INS64)


As you can see this isn't my thing.
I'll try again, latter.
I need to cut the entrance by half so it won't be that huge and have more movement near the intersection to connect a road.
I tried to follow the texture tutorial, really hard without screenshots, thanks ImageShack for purging them.
EDIT: Finally figured out how UV works

EDIT2: Colors are a bit off for some reason.


also a very complex assets list. (INS64)

Last edited by Max_ on 2016-02-19 06:34, edited 9 times in total.









