Re: [Map] Kumzar [WIP]
Posted: 2009-06-29 08:54
you really should use the L-shaped Hesco
besides that, it looks quite nice
I didn't think the Canadian LAV-III could swim.badmojo420 wrote:the coalition will have to use the boats/apc in the water
That might be a problemSnazz wrote:I didn't think the Canadian LAV-III could swim.
Yeah, my textures look like **** right now. I really haven't worked on textures yet, other than throwing rock down for mountains and dirt for the road. And as far as the low detail textures go, i'm using the LOD fix at 900m, and the fog is closer than that, so you see high detail textures as far as you can see. I need to take a new screen shot that shows this, it looks very nice. Thanks again devs for that fix.'[R-DEV wrote:Dr Rank;1070756']You need to reduce the texture tiling for your dirt texture on the ground there (first and last pic here: https://www.realitymod.com/forum/f354-c ... ost1069518) At the moment its too high and you can see the texture repeating pretty obviously and it doesn't look great. Just a simple tweak will make a big difference.
Changing your low detail texture will also really improve the look of your rock surfaces. You can try out different ones from nilla/pr maps to get the right one. Make sure you also change the planemap on your rock texture to 1.
Personally I would also consider changing a lot of your built up area, definitely don't include the chinese statics as has already been mentioned, and create more of your own buildings using the afghan wall statics, similar to what duckhunt has done on fallujah west. This will add more variety, add more enterable buildings, and generally make the whole thing look better.
Unfortunately I don't have the time atm to instruct you on how to do this stuff, but if you search on the bf2 editor forums you should find any extra information on these point that you need.
Good luck, and keep mapping, some potential here.
Don't use the destroyable Afghan buildings, what I meant was build your own non destroyable ones using kit I designed and Rhino developed/made. You can find the pieces here: staticobjects\pr\afghan\static, check out the wall pieces, flat roof pieces etc. You could create something far more interesting\enterable\realistic with those.badmojo420 wrote:Yeah, my textures look like **** right now. I really haven't worked on textures yet, other than throwing rock down for mountains and dirt for the road. And as far as the low detail textures go, i'm using the LOD fix at 900m, and the fog is closer than that, so you see high detail textures as far as you can see. I need to take a new screen shot that shows this, it looks very nice. Thanks again devs for that fix.
I took out the Chinese buildings. I considered using the Afghan buildings, but the reason i didn't was to keep things consistent as far as the destroyables go. The destroyable afghan buildings in there now, look very similar to the ones you mentioned. So if i mixed those into the village, people would become confused about which buildings can be destroyed. Right now, 98% of the enterable buildings in the village are destroyable.
Thanks for the comments.
hehehe i think i've contradicted myself a few dozen times in this thread. Like saying there will be no APCs, and now theres 2, and that the hills won't be accessible, but now i have stairs heading up them.05grottim wrote:just looking at this map now and if it carries on this way looks like it could be my fav one. I'm a bit worried that the terrain around the city wont be used but thats just me. Also you had a screenshot of the coalition base and it only had one transport heli. I would have thought maybe more than one would be a good idea as the map looks like a long one to drive around and + i wanna see some uber skilled pilots flying thru the canyons.
I know what you're saying. I'm just saying that currently all the enterables in my village are destroyable. If i added in some custom built ones like you suggest, those buildings will not be destroyable, making it inconsistent. That's the reason i haven't done it yet. It might not be such a big deal to have some non-destroyables in the village.[R-DEV]Dr Rank wrote:Don't use the destroyable Afghan buildings, what I meant was build your own non destroyable ones using kit I designed and Rhino developed/made. You can find the pieces here: staticobjects\pr\afghan\static, check out the wall pieces, flat roof pieces etc. You could create something far more interesting\enterable\realistic with those.
Thanks for the tip, it looks great.Also, get your fog colour to exactly match the bottom of your sky texture, it'll looks loads better.
I'm confused with regards to the low detail textures. My understanding was that the low detail textures are displayed when you are outside the LOD. So on a normal map, when you are 100m back from a mountain, you see the low detail textures. And when you are directly beside it, you see the high detail textures that were painted on. Is this not correct?wrt the textures I meant replace your actual low detail texture itself i.e. the lowdetailtexture.dds found in your map folder. Some instructions on how to do this can be found here:
More About Lowdetailmaps - Official BF Editor Forums
The default low detail texture (what you're using) looks crappy when it comes to rock surfaces, try all of the vanilla bf2 ones and see which one you like best. If you're feeling really brave you could even create your own!I've always just used the nilla ones though.
Well first of all the LOD fix has issues, when I used it any client who joined my game had messed up textures, so it might not be a viable solution. Secondly the low detail texture will still alter the way your textures look. Look at the difference in texture, not the colour, but the detail of the rock:badmojo420 wrote:I'm confused with regards to the low detail textures. My understanding was that the low detail textures are displayed when you are outside the LOD. So on a normal map, when you are 100m back from a mountain, you see the low detail textures. And when you are directly beside it, you see the high detail textures that were painted on. Is this not correct?
If so, with that LOD fix, i don't think i need to bother with low detail textures. Since the high detailed ones are displayed as far as i can see. (out to 900m to be exact) This might be confusing since most of my screen shots arn't using the correct numbers, and the low detail textures can be seen in the distance. If you look at my recent screens, there are no low details visible.

