[Map] 2 Towns, Afghanistan (4km) [WIP]

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sandgamer
Posts: 71
Joined: 2009-04-13 06:41

[Map] 2 Towns, Afghanistan (4km) [WIP]

Post by sandgamer »

THREAD rev.34 / Nov. 22.

:arrow: latest update at bottom of post #1, older info's & updates in post #3

MAP STATUS: wip / Custom statics: WIP


Map Name:
2 Towns, Afghanistan (working title!)
Map Size: 4km
Map Region: Gardez and Wizah, Afghanistan, Province of Paktia, near the border with Pakistan
Map Factions: BLUFOR vs Taliban
Map Focus: to be decided
Features:
  • :!: Real area of operation (real nasa & google data in use)
  • :!: Recreation in spirit of the area and keeping the bf2 engine/pr assets in mind
  • :!: Multiple rivers and water body's
  • :!: Wide mountain area with small compounds scattered
  • :!: Dense populated areas with loads of "open" buildings
  • :!: Long roads...
  • :!: Snowy areas, the afghan desert, the underground...
  • :!: A landscape marked by decades of war and fighting...
  • :!: Lots of vegetation along the rivers
  • :!: Some call it castle Greyskull...and it got dungeons...
  • :!: BLUFOR Air Force & Armor will be "rewarded"
  • :!: The Taliban will have places to hide & move around undetected
  • :!: BLUFOR victory will rely on airpower (Transportation & CAS)
Map Overview:

Image Image Image
[real world location: 33.594331, 69.258585] | developed area so far / latest ed. screen

All statics so far - an overview:
Image

All OLD images (that includes outdated images!):
http://picasaweb.google.com/sandgamer/SandgamerSGaWiMap?feat=directlink

Image Image Image Image Image ImageImage ImageImage Image Image Image Image Image Image Image
Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image.

Videos (what you see may be outdated, changed or removed/reworked):
[recorded @ June 6.] YouTube - yt01


[Nov. 22. / latest update (no. of reply's @ this update: 137 / page 14 :arrow: older info's & updates in post #3]

:shocked: After months of silence, Sandy proudly presents :shocked:

Image (old wip-render, as posted 2 months ago)

Well as i had allready leaked about 2 months ago, i have been working on a rather complex/large object for the last months: the

Gardez police station compound (gapol)

The work on this one started on august 30. - but besides the last week i did not develop it as fast as i would have liked to do. (It could be around 100 hours put into this, could be more) And there is still some work to do / errors to work out / refinements to be added, so it is still sort of WIP.

Image

I grabbed a new texture-set for this one, considering it the first of a few concrete buildings (not loam walled) to be build and i guess i am narrowing in on possible terrain textures too. That small messy brick wall on the lower parts is also planned to replace my former wall texture, so those loads of compound dividing walls all over wizah are soon going to change their face.

Image Image

A photography of this police station (slightly elevated front view, not my pic. so please click) and the google-maps image (*blurry*) served as reference for this model.

Image

However i did take the freedom to interpret some tactical aspects into the building (such as ventilation / hidden underground entrances) and of course i made up some inside area: i ended up with 3 levels featuring:
  • 2 prison cells (interconnected and accessible from another room via vents, accessible from outside via grappling-hook, or you can just blow up their entry-doors of course):
Image Image Image
  • a generator room (with a ventilation-access hidden behind it):
Image [non-clipped view from below]
  • a torture prison cell (todo, currently an empty room on the lowest level),
  • sleep & ready rooms (todo, currently just empty rooms),
  • command and control (todo, currently just empty room):
Image
  • access to all towers:
Image
  • sniper outlook:
Image
  • chopppppeeeerrrrr landing on the roof (with "direct" ventilation access to the c&c room),
  • 2 (independent) ways from outside the walls to access via underground:
Image Image Image
  • 2 (independent) ways to get from the inside ground level to the lower level,
  • 2 (independent) ways to get from the (inside) ground level to the upper level;

The overall dimensions for the terrain-block is something like 100m x 100m,

Image

and it is divided into 3 parts (currently):

the terrain (4 lods) featuring the entire collisions - once again modeled singleplayer friendly, so my col2 is waterproof :)

Image Image

the station (4 lods)

Image

and the inside/vent-shafts/caves (1 lod)

Image

All the wooden window/door stuff seen on the reference image will be added
as i get them finished, most of it should be destroyable to provide additional access to the building, that is why i spared it on the main model, to keep that navmesh-friendly.

I am very glad and happy that finally i got this developed/exported so far, more eye-candy might as well be featured in a later revision...

On a side note: (i did not mention this earlier i believe)
before i started to model the shop, which i did before this police-compound, i revised ALL my (required) "east-afghan-mud-buildings" to the new designed "afghan-loam-buildings(r4)", changing the textures and re-modeling most of them, and replaced them on the map, so its all starting to fit together by means of texture and style. That adds 7 statics fine tuned to meet with the one i changed at first. Also all the higher buildings got kicked and replaced. I will put some screenshots up once the compound-walls are re-textured as well (atm its uncle sam on them). or i might move on to "milestone 2" stage: re-texture the caves (making it all fit together) and record a video...grrrrrr so much work....

stay tuned for more and again thanks for any advice and help & comments!
sg :crazy:

QUESTIONS / Please help me with:

  • Has anyone got a trick i do not know to get a bunch of splines from a con file into max by any means? I have used a road to do some terraforming and it would be nice to have that in max as a reference :smile: [not solved]
...rest assured, i will come up with more questions on the way...

thanks 4 reading and replying,
stan "sandy" sandgamer
Last edited by sandgamer on 2009-11-22 13:12, edited 95 times in total.
Reason: updates/additions
FuzzySquirrel
Posts: 1410
Joined: 2008-06-18 06:13

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by FuzzySquirrel »

WOW that looks really good. Features kinda remind me of Fezybad. Unfortunately I cant answer your questions. :( but maybe CodeREDFox could help you with the caves, Rhino could most likely help you with the water as well.

Also keep in mind maps of this scale usually have terrain warping issues, even tho I think the Devs may have found a fix with a 10Fps hit or so.
Last edited by FuzzySquirrel on 2009-04-13 09:42, edited 1 time in total.
Image
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

old info, old updates, ...

Post by sandgamer »

!!! This Post contains a collection of old information !!!
! Keep that in mind when reading - perhaps read it all please !
(This was all formerly in post #1, but it got a little long)

ADDITIONAL INFORMATION AND RELATED STUFF
:

The Map Name
: "2 Towns, Afghanistan" is just a working title, perhaps it could be "Wizah & Gardez" or something like GaWi_DayOne,...

The Map Size: 4km (eh thats 4096mx4096m or about 16km²) That makes it a scale 4 map, with all the related problems and the opportunities!

The Map Factions
: BLUFOR vs Taliban : perhaps some elite al q. muja. fedaiken modification for a.s.s.-mode, but that is a future, optional Todo!

The Map Focus :d ifferent days -> different times ->> different assets :shock: :
i might make multiple variants of the map (day,night,ins,***,pmc,germanForces - who knows - once i get into the mood of playing with terragen skys and lightning i cant stop my self too soon)

About me, the map, and posting here so early:


This is not my first map, but i always ran into problems that kept me from releasing my maps and minimods to the battlefield franchise.
Basically i can do pretty much all the stuff required, but than there is always the nerve braking trial and errors that cost too much time if you are all on your own...and one can simply just not do everything on his own.

So i am not posting this here to make your eyes wet and to get you people to post nice things about me or my map to keep me going (that's a necessity so keep those posts coming ;-) ), but rather to ask my questions at the source and perhaps get some of you out there to help me a little this time.

In this map i would like to include a lot of things i have already done and a few new things, and a 16km² map leaves lots of space for those too, but it will be helpful to be guided to the posts that really contain the correct answers or just get them from the guy who created the asset i am talking about or the mapper who's turf i am ripping apart to see how he did it...

If at any point i decide to put the map on hold i will let this forum know and the build files would be made available to pr devs/cons on request.

This is a scale 4 map so it requires certain trade offs from the real world in terms of landscape details, so not every terrain feature we would love to see carved out can be actually done. Keeping that in mind along with the other limitations of the game engine i will still aim for the best possible combination of reality and game play experience to make this map worth.

The main inspiration to do this map did not only come from Korengal or Feyzabad but also from the wonderful assets this mod already provides to a mapper.
And as this is also my first post on this forum: hello and thanks for the mod!

At this point most things on the map have not yet been decided, but to give some ideas:

some pictures (Eric Smith (afghanchaplain) : photos : Gardez PRT- powered by SmugMug)

so there will be a pmc version also(Daily Times - Site Edition [Printer Friendly Version])

good old wiki (Gardēz - Wikipedia, the free encyclopedia)

OLD UPDATES:

(in order of original postings,
please read all posts on the thread before jumping to any conclusions
on what you may think you see)


[Apr. 17]
All right, first let me say thanks again for those kind reply's on the map, seems like i can not risk to disappoint u guys now :razz: !
But i have to disappoint u a little because this has been a busy week irl with only little progress on the map:
Picasa Web Albums - sg0
You might wanna look at this image (c) !!! to put the screen in the right context.

[Apr. 18,24,25]
So here we go again, time for some updates on the map and a little sit-rep on my side.
First let me show off some screens i made a few days ago:
Picasa Web Albums - sg0
Picasa Web Albums - sg0
*screen shot outdated*

Then some announcements:
I had to come to the conclusion that even with the many assets already made for pr it will not be possible to do this map - the assets wont fit the needs...
and if i would use the stand-alone walls to assemble them it will not lightmap properly. Also it will not be fun to play aas against the regular Taliban (ins.) fraction currently in game.
At this point you might guess that making this map true gets a little hard...
...so i had to get a little crazy :x :twisted: again :mrgreen: ...
Picasa Web Albums - sg0

... lots of stuff for one guy to do remains, so in case the pictures or my little hints on the things i would like to use on the map inspire you guys out there let me know before i start them of on my own ;)

[Apr. 25 #2]
...ah +1000 views 8-)
Picasa Web Albums - sg0

[Apr. 25 #3]
Picasa Web Albums - sg0
From looking at a lot of pictures covering the maps area i figured that i will need a lot of low buildings, mostly consisting of mud with stones in the carrying places for the rare 2 or 3 storey buildings out there. It also comes clear that there are some bright colors used occasionally here and there...
Then again, from a mappers point of view, i needed something basic i could easily fit together and change again aswell...
...so for now i will use these self made max-models to put up my new statics, changing some of the uv when needed to develop a different variation of texturing.

[Apr. 27]
Here is a little update on the new statics so far:
Picasa Web Albums - sg0
...and with that, back to work for me...

[Apr. 28]
Picasa Web Albums - sg0
Yeap, thats 16 new assets so far - with 4 more just waiting for me to press the export button 8-) .

[Apr. 29]
So today i had to do something that makes me very sad:
:twisted: i had to delete all the objects i used to assemble my early-wip-underground-compound1 (lots of terrain-covers, walls, rocks, and even more flipped roofs to cover it all up - u can guess some of it from earlier screen-shots) - :D only to replace it with my new self-modeled "sg_eauc01" and the additional "..._inside" 8) It is far from perfect, and yet it is better than it was, and it will be a great improvement to the engine as well. I must have deleted about 300 objects in that spot of the map or even more...Picasa Web Albums - sg0
...and all i wanted to do was make a simple map...my first bf2 static took me more than 3 months (2 years ago), now i did 20 and a cave in 2 weeks ?!
Feel free to make me feel even better about that :wink:

[May 1.]
Some updates for my "fans" :D :
*redundant screen shot removed for viewers comfort - small-sized-image in may 3 update*
And then i just wanted to let you all know that:
I DiD IT !
8)
Picasa Web Albums - sg0
i am still going to refine it a little more, it even has 2 spots i noticed so far that are flawed, but its better than having to hand-aligned 500 poolwater-planes, and again it makes the engine happy.

[May 3.]
Well i got disturbed by the fact that the well's on my map had to do without water, don't know about the rest of you...Picasa Web Albums - sg0
They are behaving a little weird in the editor and after export regarding their placement without an additional line of code (anchor setting in the con, not in the tweak). I did a few hours of testing around when i noticed it (actually i just wanted to do something that was perfect right-away), but basically they behave like some vbf2 water-planes, so they might be fine. Then i could be wrong on that assumption...we might find out in .9 ;) the files have been sent to some of the dev's...
I have also put down my first "stone" buildings- the larger they get, the longer it takes me to finish them :wink: :Picasa Web Albums - sg0
Note that these are not the final texture-layouts. I could defend having dirt marks on the inside walls of a mud-house, but not inside one made of stones, so YES that will be addressed some time.
Now i am starting to run out of buildings i had assembled with pr-walls in the map and used as reference for ReConstruction - i might get back to some of the actual mapping :D .
Or not: I imported the current statics-layout into max to build some more underground-compounds and other stuff. I ended up doing the well-waters described earlier today. Thats the way it goes... :mrgreen:

[May 11.]
*unnecessary long text cut down and replaced by may 12 update*
[...]
I have exported 3 more underground-compounds, already placed them in the map and re-modeled the terrain on the 3 areas. I have placed a few props inside and covered the walls with some additional stones to add some more details.
A 4th uc (underground-compound) is started in max, but i have not yet got all the buildings that will be placed on top, therefore i can not yet determine the entrance points...
That brings me to the biggest building currently pre-build on the map (using pr standalone walls):
As seen in earlier screens above i interpreted (by staring long enough at it) a 3 storey building into the google-sat-image and pre-build that as a reference. After that i checked out images from the area, and there are practically no buildings higher than ground-floor-level in real. But my 3 storey prebuild is so beautiful - i simply could not resist to alter the reality a little for this project ;-)
So i decided that it will be 2 storey high with a roof access on top! The dimension for this building is 32x20 meters - and it covers about half of the un-exported underground compound.
This building is also a small tribute to the first special adviser of this map:
Jonny !
It features a part in the wall that is planned as an destroyable and the outer walls have been doubled in their width - they are now .4m thick.
[...]

[May 12.]
i just removed the blahblah from may 11. update as today i got a new screenshot - i will let that speak for itself for the moment :
Picasa Web Albums - sg0

[May 14.
(no. of reply's @ this update: 54 / page 6)]

i have reworked the post structure as of R-CON request.

from now on the 1st post will only contain an overview and some short status info's,
AND the latest update. As before this will be in italic, until replaced. Important stuff stays bold.
Older updates will be placed in post #3, so will additional info's and links.
Questions stay at the end of post #1 so people can read them right after the news.
Images (except map-overview and latest pictures) will be reduced to a thumbnail-overview linking to my new google-picasa-album(dont waste your time telling me to move my images a 3rd time to some other host):Picasa Web Albums - sg0 - Sandgamer's G...
...just another "it's still WIP" render (color texture only)
Picasa Web Albums - sg0

[May 16.
(no. of reply's @ this update: 56 / page 6)]
:tired: ...and then finally it has been exported: Casa del Jonny
Picasa Web Albums - sg0
Picasa Web Albums - sg0

[May 18.
(no. of reply's @ this update: 58 / page 6)]
2 renders i did just for fun :
Picasa Web Albums - sg0
Picasa Web Albums - sg0

[May 23.
(no. of reply's @ this update: 60 / page 7)]
I took the time to add some more details at the compounds in Wizah that are more or less in a final state in regards to statics placed so far:
Picasa Web Albums - sg0
Picasa Web Albums - sg0

[May 27.
(no. of reply's @ this update: 60 / page 7)]
So for the last days i have worked out a wall that encloses the first compound i created a underground-area for. The wall was designed to fit most of the corners and texture-changes on the ground and has a width of ,4 or ,5 at the weakest spots (cant remember). It is not perfect at every angle but its a second revision export and fair enough. It features a texture i came across the internet (free for use). I did have to create detail and bump maps for them but they came out nice i believe. (
btw. i separated the rgb-textures to cmyk, played the curves a little and used the black channel as details, then reversed the curves to the opposite of the adjustment, kicked the black channel and flattend the cmy back to rgb: made my colors. the alpha on the details came from the yellow or cyan channel, dont remember for certain). Actualy i like this new set of textures i now got very much, might export additional versions of some of my previos exports with those new ones. Picasa Web Albums - sg0
(note: the pillar in the front features the pr-afghan-texture - subject to future replacement, this is 1 of 3 color variations for this type of stone-wall)

[May 29.
(no. of reply's @ this update: 63 / page 7)]
Once more a little update on the recent wip:
well i guess we wont need it, but we might as well have it - or them - thats not decided yet - and i always wanted to do something like it - because i like em in real:
I give u: the afghan field-donkey w-i-p: :grin:
Picasa Web Albums - sg0
at the moment it is build (in progress=not finished) as a non mobile, non armed, static object, and its not in my intention to have em killed, so first export version will be non-destroyable. However i am aware of the possibility to give it multiple-laser-gatling-guns 4 self defense.
*evening update* the donkey is exported 8-) ,
Image
it came out a little small cause i messed the scale down after the early modeling, so the axe might come in handy tonight...
(btw. 647 polys lod0&1, super optimized cols (~40 polys or so (need to check), colormap only, my first none building-from-box-model)
I don't want to turn my map into a farm but anyone got some goats 4 me ? :razz:

[May 31.
(no. of reply's @ this update: 63 / page 7)]
i am currently continuing to replace place-holder-walls @ gizah
Image

[June 06.
(no. of reply's @ this update: 63 / page 7)]
As i like to influence the the statics i use very often on my map i have made a full set of walls for it. I never had so many self made assets at my disposal -
so to me this is a "milestone" update :grin: .



[June 11.
(no. of reply's @ this update: 70 / page 8) ]

The last days i have been working on a revision 2 of the first static i made for the map (eamb_12x12_vXu): i tried to lower the poly count by manually optimizing all lods and cols:

some shots from BfMeshView (wonderful tool - a 1000 thanks to the developers):
Picasa Web Albums - sg0 [old]
Picasa Web Albums - sg0 [new, note it now includes a roof-wall]

And then i also decided to try what jonny advised regarding not to differentiate the roof & floor-intersections too much from the rest of the building:
Picasa Web Albums - sg0 [with fog!]

Another new feature (besides the roof-wall) is the texture used on the building (actually i reworked my entire texture setup to get it ready for revision2 works):
another free one from the web, but at least no longer a rip off from pr or bf2, so more and more placeholder textures are being removed as well :smile: .

Before i placed the above version on the map i exported it with a slightly darker roof and roof-wall. Well personally i liked it more then the one now in use:

**updated** no more render requiring imagination, re-exported for comparison:

Picasa Web Albums - sg0 [no fog!]

i would apreciate a lot of comments which style you people out there think is better because i cant make my mind up about it atm...

[... Thanks for discussing the matter !!! @ page 8]

[June 14.
(no. of reply's @ this update: 78 / page 8]
just a short update on the eamb2 w-i-p:

Picasa Web Albums - sg0

Picasa Web Albums - sg0

did a couple of simple-object test-exports to finalize the colors - besides the carpets burning a little its mostly sorted out: [screen shots taken in bf2editor @ bf2-daylight-setting without fog]

1 - 2 - 3 - 4 - 5


[June 20.
(no. of reply's @ this update: 88 / page 9]
well it took me ages to work out the lods and cols but now its finally finished:
(sg_eamb2_12x12 | screen from bf2editor, daylight, no fog | lm'ed by editor w/ 2048 samplesize @ final)
i was not too happy with the automatic-sample-size (512) so i tried it with 2048, resulting in a 112mb sample file and it took over an hour for the editor to render those fine lightmaps :razz: , so i might tune it down again, and above picture remains for the show-off ;)

jonny, once more i would like to point out that you have been a great help and inspiration for this model and my advances in modeling so far, so let me thank you for that!!!

[June 22.
(no. of reply's @ this update: 94 / page 10]

more static-stuff for gardez:

Image

as it got shadows and dark fog applied please do not take it as a reference for the texture!

[July 12.
(no. of reply's @ this update: 109 / page 11]
Well the info has been leaked already - i have been desperately working on a set of textures. these textures have again been laid down in pallets and i had to redo the model accordingly...the file-size/-sum of the textures now has returned to moderate levels after peaking with my last experiments. Oh and to my surprise, after weeks of disliking anything i came up with, the texture came out pretty much well imo.

original export

*updated the dirt and crack textures*

Image

Credits to hyperion for the advice on texture-creation and to cgtextures.com for the source-images.

[July 21.
(no. of reply's @ this update: 121 / page 13]
map development overview & statics overview screen shots updated (above),
some minor updates/recent developments:
custom bushes, custom rocks (1-5):
Image
it took quite some time to get my rocks to fit as replacement for the pr-rocks that where in use on the map, but with a few more polys i got away without changing any placement or terrain, but i should check on every rock some time soon to make sure...
these crappy bushes are my 3rd try on vegetation, and there is good reason i did not show my sunflowers so far...but still they remain self made, custom ones, that are sort of ok, and that is what matters most...
also i replaced some of the hescos at wizah blufor main operations:
camp wizah fort (alpha):
Image
i am still working some details out for this part of the base, including underground and additional features on the fort, as well as a terrain-static to go below as the steep side of the hill can not be done by the terrain-mesh itself. oh and the texture is going to change pretty much as well...

Credits to cgtextures.com for some of the source-images/textures.

[August 05.
(no. of reply's @ this update: 130 / page 14]
i started working on something some days ago. Now, its 8 days later :wink:
Image
...giving the map a shop to get basic supply-stuff, like AKs and IEDs!
Also might serve as a last resort for survivors :wink:



*update*
more info on recent stuff regarding the map in posts #124 & #125


[Sept. 02.
(no. of reply's @ this update: 132 / page 14]

[still working on it! also see post #135]
:rolleyes:


!!! This Post contains a collection of old information !!!
! Keep that in mind when reading - perhaps read it all please !


sg
Last edited by sandgamer on 2009-11-22 10:59, edited 26 times in total.
Reason: post reworked
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by cyberzomby »

Wauw! That is some introduction to a forum you got there! Looking ace.
Durkie
Posts: 264
Joined: 2009-01-12 08:10

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by Durkie »

WOW thats awesome That is an opening welcome to the forums
"Goddam it, you'll never get the Purple Heart hiding in a foxhole! Follow me!"
Captain Henry P. Jim Crowe
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by Rhino »

cool some nice work so far :)

I dont recall seeing you anywhere on the BFeditor forums etc, are you on them and if so, do you go by a different name on there? Also I'm interested to hear more about your minimods etc :)

some quick feedback on your work so far, your heightmap you posted dosen't apear to match your sat image, you sure its correct?

In your HQ, your using the vBF2 hesco, I suggest you use the PR hesco, thou you might want to wait out a little bit before you start swapping them out for the PR ones since for our new version I've changed our hesco so it dont kill vehicles, and most importantly as a mapper its located in a different folder now with the rest of the hesco so if you plong the hesco that's in v0.85 you will then need to swap it out with the new stuff, thou tbh, you can do that in 10secs with a text editor in your staticobjects.con and I will do a quick tut on how to for ppl who may get confused when the time comes :)
I also made some new "L" shaped hesco for the next version that you may also be interested in using, this means that attackers of a compound can not jump up onto the edge of the outside hesco bit and shoot into the compound :)

Image
Image

When testing a map the other day with these on we found they are a huge improvement for defending forces and really hurt attackers, instead of help attackers like the current hesco dose.

I also made new versions with no wire on the top of them :)

With making your town, its going to be really hard job filling that entire town with buildings and keeping it all fresh, I would also would not use the Afghan buildings that are in parts too much because they are a real b*tch to lightmap and have a few other small problems with them. We are planning on making new afghan buildings at some point soon :)


As for your fields, I would plan on using my new overgrowth field system which will eventually replace the old overgrowth field system in PR. More info on these here: https://www.realitymod.com/forum/f316-2 ... ields.html


As for your statics, your general structure of the buildings looks pretty good, but you need to work on your textures a little more, with dirt etc. Its hard to tell thou with a max render how its going to look ingame since you can only show one layer, without changing the material type.


Look forward to seeing more of your work :)
Image
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by marcoelnk »

Servus ;)

looking very good there already. keep going !
Image
Polka
Posts: 6245
Joined: 2007-07-08 14:18

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by Polka »

Holy shi-, this is awesome.
Image
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by sandgamer »

@ [R-DEV]Rhino:
Thank you SIR! 8)

Having surfaced on the bf mapping & modding community somewhere during desert combat .2 i can be found on those forums, the bfeditor one as well as some single player forums. My mods and maps however remained closed betas (i submitted a minimod to a few dc extended folks but did not take the time to introduce myself or the mod/maps and i guess they didn't realy care therefore...grrr i took 3 months to manual paint those freaking pathmaps on the ground for exact detail :twisted :) .
Mostly i must have used the "sandgamer" tag, with references to the mods sandwars (The road to bf2) or sandwars2 (incl. my first statics=u gave the reasons why i did not publish anywhere, and the "off-topic-screens" are for fun and to show my limited knowledge so far :wink: ).

The heightmap is fine i believe, the screen shot includes surrounding terrain, the google image does not. It aligns pretty much exactly in the editor. (photoshop file is 750mb (16bit) else i would post it 8-) .

Regarding the vBF2 hesco's i used:
you made new ones - how wonderful, i will be glad to swap em :-)

"With making your town, its going to be really hard job filling that entire town with buildings and keeping it all fresh"

I think it will be even harder :wink: . Happily awaiting the new afghan buildings you devs got in the pipe. And i am using the walls as a wip-placeholder-use-only-if-i-have-to sort of thing...there is a hell of work ahead. Just to point out that i am aware of the amount ahead: i have ripped the "colormap" from Google in a 12kx12k pixel dimension in case i finish this map when we are already playing PR3!

Thanks for the info on the field systems and how to use em.
(https://www.realitymod.com/forum/f316-2 ... ields.html)
THAT SOLVES A PROBLEM!

I will be happy to make good use of those fields [R-DEV]Pride and you are working on :-) :-)

Thanks again,
sandgamer
Last edited by sandgamer on 2009-04-13 11:31, edited 1 time in total.
Reason: spelling
fuzzhead
Retired PR Developer
Posts: 7463
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Re: [Map] 2 Towns, Afghanistan [WIP]

Post by fuzzhead »

good luck sandgame - a very ambitious project but thats the way we like em :)

looking great so far!
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by sandgamer »

@ [R-DEV]Rhino:

After going over the entire "new field" thread and thinking about my terrain:

will there be a sort of concave version of those patches because i could imagine they would reduce floating issues on stretched but not exactly flat terrain?

it should not be too disturbing when looking at many patches together but should offer an advantage towards the ground/floating...you probably thought about that yourself...or you have no clue what i am talking about... :wink:

sandgamer
marcoelnk
Retired PR Developer
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Re: [Map] 2 Towns, Afghanistan [WIP]

Post by marcoelnk »

they will be small enough to place them on terrain that is not completely flat by rotating them a bit. it will be wuite some work but its gonna be worth it i think :D
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Rhino
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Re: [Map] 2 Towns, Afghanistan [WIP]

Post by Rhino »

sandgamer wrote:@ [R-DEV]Rhino:
Thank you SIR! 8)

Having surfaced on the bf mapping & modding community somewhere during desert combat .2 i can be found on those forums, the bfeditor one as well as some single player forums. My mods and maps however remained closed betas (i submitted a minimod to a few dc extended folks but did not take the time to introduce myself or the mod/maps and i guess they didn't realy care therefore...grrr i took 3 months to manual paint those freaking pathmaps on the ground for exact detail :twisted :) .
Mostly i must have used the "sandgamer" tag, with references to the mods sandwars (The road to bf2) or sandwars2 (incl. my first statics=u gave the reasons why i did not publish anywhere, and the "off-topic-screens" are for fun and to show my limited knowledge so far :wink: ).
cool :)
sandgamer wrote:The heightmap is fine i believe, the screen shot includes surrounding terrain, the google image does not. It aligns pretty much exactly in the editor. (photoshop file is 750mb (16bit) else i would post it 8-) .
ye that makes seance, its a very smart move to be making your surrounding terrain in the early stages of your map since in the long run it will end in a better result with less time spent on it :)
sandgamer wrote:"With making your town, its going to be really hard job filling that entire town with buildings and keeping it all fresh"

I think it will be even harder :wink: . Happily awaiting the new afghan buildings you devs got in the pipe. And i am using the walls as a wip-placeholder-use-only-if-i-have-to sort of thing...there is a hell of work ahead. Just to point out that i am aware of the amount ahead: i have ripped the "colormap" from Google in a 12kx12k pixel dimension in case i finish this map when we are already playing PR3!
hehe, providing you understand how much work there is there shouldn't be a problem. The problem comes when people underestimate the work invloved :)

sandgamer wrote:Thanks for the info on the field systems and how to use em.
(https://www.realitymod.com/forum/f316-2 ... ields.html)
THAT SOLVES A PROBLEM!

I will be happy to make good use of those fields [R-DEV]Pride and you are working on :-) :-)

Thanks again,
sandgamer





@ [R-DEV]Rhino:

After going over the entire "new field" thread and thinking about my terrain:

will there be a sort of concave version of those patches because i could imagine they would reduce floating issues on stretched but not exactly flat terrain?

it should not be too disturbing when looking at many patches together but should offer an advantage towards the ground/floating...you probably thought about that yourself...or you have no clue what i am talking about... :wink:

sandgamer
These fields are small enough to be able to go over gradient changes. They can not handle a sudden sharp change in the terrain no, but they can handle smooth gradient changes very easily. So providing you smooth your field up, there is no worries :)
Image
Gore
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Re: [Map] 2 Towns, Afghanistan [WIP]

Post by Gore »

Good luck sandgamer.
D|ehard
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Re: [Map] 2 Towns, Afghanistan [WIP]

Post by D|ehard »

Very nice work. I like those models too.
"The battle is over, but the war has just begun"
chuckduck
Posts: 227
Joined: 2009-02-22 12:08

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by chuckduck »

Awsome map u got coming along there, i see that you may be putting tunnels and caves into that map, which is good to see. Since caves and tunnels are just stating to become popular in PR now.
Kongeral Valley has got way more caves now and a upcoming Russian forces map has got a sewers network.

Keep up the excellent work! :D
Currently Finishing off a PR Training Map with Pte.Paynter. Also Trying to Organise a Late Cold War Community Minimod.

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Pte.Paynter
Posts: 150
Joined: 2009-03-03 23:25

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by Pte.Paynter »

[R-CON]162eRI wrote:That's a beautiful start in the forum! And we can see you have well prepared your work and think about everythings! Well done.

An other Aghan map, but well, worst it as this one is really well thinking. And the work so far looks good ( I like the fact it looks realistic and that you follow real pictures).

Can't wait to see more of your work here!
Indeed I was in Afghanistan and indeed it looks very good to me imo keep up the good work you never know could see a R-Dev Position in the near future, :grin:

:mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:
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Insurgent Strike Modification Developer

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Farks
Posts: 2069
Joined: 2007-01-20 00:08

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by Farks »

Three thumbs up! :)
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by AnRK »

Aye very nice start, good to see the custom statics too.
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