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Re: [Map] Kumzar [WIP]

Posted: 2009-06-29 08:54
by Maxfragg
you really should use the L-shaped Hesco ;-) besides that, it looks quite nice

Re: [Map] Kumzar [WIP]

Posted: 2009-06-29 10:34
by Durkie
Use the new hesco and make the waterfront a bit more like a beach maybe some boats on the slopes

Re: [Map] Kumzar [WIP]

Posted: 2009-06-29 12:30
by $pyker
also use the pr hesco sangers as the vanilla sandbag bunkers look rubbish

Re: [Map] Kumzar [WIP]

Posted: 2009-06-30 04:19
by badmojo420
http://img3.imageshack.us/img3/5679/bf2 ... 225691.jpg

I changed the gate area, added some more walls, light posts, command post and a sniper nest on the hill beside the hanger.

My pr_edit is still .85 so i don't have the new hescos yet, but i will change them when i update it.

I've got the Canadian Forces in mind for this, so currently I have 2 LAVs, 2 boats, 1 Humvee, 1 Huey, and a logistics truck in there. It seems like overkill, but keep in mind the LAVs and logistics truck can't use the mountain trails that humvees & technicals can. So, when a cache spawns in the west settlements or out in the mountains somewhere, the coalition will have to use the boats/apc in the water, and continue on foot. Or risk their 1 humvee or 1 huey.

Re: [Map] Kumzar [WIP]

Posted: 2009-06-30 04:23
by Wilkinson
Awesome badmojo. Keep it up

Re: [Map] Kumzar [WIP]

Posted: 2009-06-30 06:10
by cyberzomby
Looking nice!

Re: [Map] Kumzar [WIP]

Posted: 2009-06-30 07:38
by Snazz
badmojo420 wrote:the coalition will have to use the boats/apc in the water
I didn't think the Canadian LAV-III could swim.

Re: [Map] Kumzar [WIP]

Posted: 2009-06-30 08:32
by badmojo420
Snazz wrote:I didn't think the Canadian LAV-III could swim.
That might be a problem :) thanks for the heads-up i didn't even think about that.

Re: [Map] Kumzar [WIP]

Posted: 2009-06-30 08:44
by Dr Rank
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.

Re: [Map] Kumzar [WIP]

Posted: 2009-06-30 23:27
by badmojo420
'[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.
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.

Re: [Map] Kumzar [WIP]

Posted: 2009-06-30 23:32
by Zeno
it looks to me that you should make the cliffs more grayish not brownish

Re: [Map] Kumzar [WIP]

Posted: 2009-06-30 23:58
by badmojo420
I'm having problems with the tables in this pic(http://img40.imageshack.us/img40/4534/b ... 351107.jpg) i put it on the top floor of the mosque, but it always ends up on the main floor when i go in game. When i return to the editor, it's on the bottom floor. I also have chairs up there, so i don't think it's the mosque. Seems like the problem is the table static.


Here are some updated screen shots of the village...
http://img25.imageshack.us/img25/1412/b ... 372283.jpg
http://img10.imageshack.us/img10/2092/b ... 400178.jpg
http://img200.imageshack.us/img200/9864 ... 405731.jpg
http://img132.imageshack.us/img132/57/b ... 421280.jpg

Re: [Map] Kumzar [WIP]

Posted: 2009-07-01 10:40
by Zeno
great potential on the village :grin:

Re: [Map] Kumzar [WIP]

Posted: 2009-07-01 11:08
by Dr Rank
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.
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.

Also, get your fog colour to exactly match the bottom of your sky texture, it'll looks loads better.

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! :-o I've always just used the nilla ones though.

Also get your fog colour to exactly match the colour at the bottom of the sky texture, it will make it look a lot better.

Re: [Map] Kumzar [WIP]

Posted: 2009-07-01 20:00
by 05grottim
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 ;) .

Re: [Map] Kumzar [WIP]

Posted: 2009-07-01 20:20
by badmojo420
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 ;) .
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.

So originally i wanted the cliffs to be there for looks and to be a barrier. But since then i've decided to make them semi-accessible. It will be similar to korengals hills, where there are only a few paths to get up, but once up, you can get around fairly easy. I just had too much fun climbing up the hills during testing.

A second heli might be nice. But, no matter how many there are, i want them on a delayed spawn at the start of the round. I want the coalition to push forward and setup a firebase in or near the village. This way the helicopters aren't being relied on the same way they are in maps like muttrah and barracuda. Rather, they would be used for insertions to the remote locations in the mountains, which aren't accessible by the APCs and Boats.

Re: [Map] Kumzar [WIP]

Posted: 2009-07-01 20:59
by badmojo420
[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.
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.

Also, get your fog colour to exactly match the bottom of your sky texture, it'll looks loads better.
Thanks for the tip, it looks great.

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! :-o I've always just used the nilla ones though.
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.

Re: [Map] Kumzar [WIP]

Posted: 2009-07-02 15:03
by Dr Rank
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.
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:

Image

Image

Make sure your rock texture has the Planemap set to 1 (click on the layer you have your rock texture set to to edit its values and you'll see in there). Try some different low detail textures and see what difference they make. Easiest way, drag a nilla low detail texture from its nilla map folder, drop it into your make folder replacing the lowdetailtexture.dds you already have there. Load it up in the editor and you'll see the difference. Keep trying different ones to see which one you like best.

Re: [Map] Kumzar [WIP]

Posted: 2009-07-03 01:47
by badmojo420
I tried all the vbf2 low detail files and most just looked like gravel or dirt. This one was the closest, but still not exactly what i'm looking for.

http://img9.imageshack.us/img9/3117/nofix.jpg

this is what i'm trying to get it to look like...

http://img190.imageshack.us/img190/3884/withfix.jpg

Is my only choice to create a custom texture that matches? I feel like i'm missing a step where you combine the two textures.

Re: [Map] Kumzar [WIP]

Posted: 2009-07-03 03:46
by badmojo420
nevermind i found the lowdetailtype field in tweaker that i neglected to notice before :)

thanks again Dr Rank