Re: [Map] Radio Moscow
Posted: 2008-11-16 23:31
The contrast in terrain is needed for better look. It does not look that neon from a player camera. And with grass on it.











I wish to see the "Green grass sheet" to be turned into a camo netting,'[R-DEV wrote:Rhino;849986']

that green grass in the distance on the left is really, really bad, you do not get this amount of colour difference in grass in such a small area naturally in r/l. I think others have already commented on this in the topic but a small colour difference is nice, but you having this very odd, unrealistic bright bluey green colour really dosent look good. You also need to fix up your surrounding terrain texture etc as you can see more in the distance, really pixelated at the mo.
Yes I did not fiddle with the light settings a lot. That part is not considered finsihedyou need to fix your tree lighting up quite a bit, the tree on the left, the bottom is almost black... look at the bottom part of your light settings for overgrowth light settings.
The hut on the left is nice in the way you have used it, but the model and texture is ****. that grass sheet thing on the top looks soo bad... You should try avoiding using this, try making one with logs etc.
Do you mean the camo nets?sand bags outside hesco? I also really need to make that list of objects that should not be used... dont use the small green tents, you can even see the LM error on them in your screen you posted.
I think the amount is just perfect.more crappy bright bluey green grass, also the flowers in your undergrowth, some are nice but IMO you are using them too much, spread them out more.
The advice to not use the boxes would have been helpful a bit earlier. However I think I can replace them. The barriers yes they stand out bit. I am going to look for something different.soo need to make that list, you should not use that camo net on the left, use the overgrowth one, you should also not be using the old ammo dump model. Also you should not use "pr" crates since they have bugged LMs, use the vBF2 ones that are just the same with a slightly different texture. Also this is not a object you should not use but thous barriers do not fit your map, they are all sandy looking etc and belong in a desert setting, there are other barriers you can use that look more "woodland" setting. Also your dirt detail texture looks like you need to tile it way more, right now looks like your really, really stretching it? Also get that green splog away from the sandbag and put some dirt in the sandbag ring, with maybe a AT weapon or something.
I thin quite opposite. They add more visual quality.really need to fix thous green splodges, they look epically bad in this top down pic.
Actually good advice, however green grass floor does fit here, because it could be just flattened grass from the stuff moving on it.needs brown dirt in this little bunker area...
Again this is something I like. And I do live next to a sawmill and the dirty yar has a LOT of colro variation like that.kinda odd colour in here, its a mix of reds, blues and browns and a little yellow? really odd... make it more like dirt... same for this bit: http://www.tr-racing.de/pr_maps/rm/58.jpg
this makes no seance... its like you found the coffin static and decide to spam it in large numbers just for the hell of it? Everything should have a purpose and "mass graves" dont use coffins....

no no variation is a good thing, but you only want slight, suttle variation, what you have is not suttle variation. You may think it's more suttle than it really is depending on your monitor settings, there are some programs out there to help fine tune monitor settings to get the most out of them, but from what I'm seeing is huge differences in colour that dose not look realistic etc. This is what you need to avoid.cat wrote:The amount of "neon" I may repaint however the variation of color adds more artistic quality to it. So about the green its not set in stone. However I am going to keep the contrast. Perhaps not that green.
The terrain texture I have no clue how to fix it because I DID fix it. Problem is it does not display the texture I painted in editor.
There isn't many PR statics that look worse than that? I would try and find some one to make you a new onecat wrote:I am going to keep the hut because it does not really look worse than some other PR statics. And the gameplay they offer makes them important.
No, I mean the green tents that look like they are almost made out of plastic:cat wrote:Do you mean the camo nets?


you can simply do a find and replace of all the boxes in the staticobjects.con file with a text editor to swap them out for the vbf2 crates, they are exactly the same apart from the texture, and the pr ones have bugged LMs.cat wrote:The advice to not use the boxes would have been helpful a bit earlier. However I think I can replace them. The barriers yes they stand out bit. I am going to look for something different.
Dirt tiling? I am going to take a closer look and change tiling if needed.
grass dont grow in dark places which that area would be most of the time since its only got one small open side, and everyone crawling on it would soon turn the grass into dirt, it would have most likly been dug up ground anyways to build that little bunker bit.cat wrote:Actually good advice, however green grass floor does fit here, because it could be just flattened grass from the stuff moving on it.
I'll take your word for it, just the blue seems odd...cat wrote:Again this is something I like. And I do live next to a sawmill and the dirty yar has a LOT of colro variation like that.
k, still seems odd there is a mass grave being dug there?cat wrote:
Are not tents supposed to be made of plastic?No, I mean the green tents that look like they are almost made out of plastic:
These are normal shadows from the tower next to it (or is there something wrong that I do not see?). And the lightmap is low on this screenshiot.also pointing out the LM errors thou there are more, you can see them really bad on OGT if you step a bit off when they go into LOD1. You should instead use the tent_v2, objects\staticobjects\pr\military\tent_v2
Its because there a lot of people running around with guns shooting each other. So creating a realistic "garbage" disposal for dead bodies is just realistic as the trash dumpster.k, still seems odd there is a mass grave being dug there?

However the mass grave makes perfect sense. And in reality there is mass graves in warzones. And this place, is a warzone. And mass graves can be found in many places in world. Like in former warzones of yugoslavia or perhaps chechnya.Were this a map in Iraq or something It might be a bit more believable to just see an area in the desert but here like, right near a saw mill and stuff just seems like Old Mister Withers from down the street slaughtered half the town and the other half just never noticed the mound out back![]()
PR Crates
objects\staticobjects\pr\misc\crates_group1_pr
objects\staticobjects\pr\misc\crates_group4_pr
objects\staticobjects\pr\misc\crate_4m_pr

