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Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-17 23:05
by OkitaMakoto
I know you said you did the tut, but from the image, its either a siuper fast blurred animation, or you missed one step in the tut.

Did you put the envmap in the water folder and rename it?[i think you have to rename it, yeah?]

The water just looks like its not only maybe missing the animation others have mentioned, but also that it is not envmapped...

Unless that iamge is old and Im reading these posts out of context :)


put one env map cube just above the water in the center, run envmaps, and then take that envmap that gets rendered and move it to thew water folder, renaming it... should be in the tut... sorry if this is what you already did ;)

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-17 23:10
by Rudd
Image

and the envmap dds file was saved inside the water folder as envmap.dds, I just checked the file and its definately the correct file, not sure whats up here.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-18 12:55
by Amok@ndy
STOP that has nothin to do with the WaterAnimation !
did you use a waterplane ?
then you have to generate Lightmaps for this object !

€: i see an error in you defaultEnvMaps !

you need to place the 1st Envmap in the Water cause it will work only with the first !
and you need to place it half into the water

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-18 13:53
by Rudd
Ah! I think you have it there amok, I left the lightmaps going the other night and I think it might have crashed before finishing them, I'll specifically lightmap the waterplane and see if that sorts it.

edit, tried what you said without any result

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-18 14:53
by Royal Marine StaffSgt Joe
verry nice love way you did the bunkers

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-19 14:04
by Rudd
10th time is a charm!

http://screenshot.xfire.com/screenshot/ ... 1c7b4e.png

no idea why it started working, but yay!

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-19 14:17
by Rhino
Dr2B Rudd wrote:10th time is a charm!

http://screenshot.xfire.com/screenshot/ ... 1c7b4e.png

no idea why it started working, but yay!
most likley because you lightmapped your terrain.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-19 14:18
by Rudd
I had lightmaped it, but I deleted the lightmap folder and did it again with low res, thats probably what fixed it.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-19 14:36
by Rhino
you probably lightmapped it before you had the water in ye, but you need to relightmap your terrain in order to get transparent water etc since that is all controlled in the red channel of the terrain lightmap :p

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-19 14:47
by Rudd
ahhh I understand now, nice one Rhino :) I thought I only had to relightmap the objects when adding this.

I'll PM you one of the latest versions of the map, I've already sent a link to Irontaxi of a much earlier verison (which looks kinda naf compared to where i am now) I'll set it uploading in a sec.

EDIT

My testers report the 16 layer is working fine, this makes no sense to me.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-21 11:19
by Rudd
what would make all destructable objects not load when you run the map?

current number of destructable objects is 350. the odd thing is that this randomly started happening, no idea why.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-21 16:06
by Amok@ndy
350 dest obj. ???
what did you place ? a whole dest village ?

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-21 16:09
by Rudd
pretty much, though there are around 20 statics I plan to replace with non-destructs when I got around to it.

#
https://www.realitymod.com/forum/f354-c ... lines.html
# KEEP DESTROYABLE OBJECT COUNT BELOW 350! Only place destroyable objects that will have a meaningful impact on gameplay, do not place destroyables like that chinese porcelan, destroyable wood crates, etc. Rather, try to put things that affect gameplay like destroyable doors, bridges, etc. Large destroyable object counts is a major contributor to server crashes. If you submit a map with higher than 350 destroyable count, you will be asked to reduce this to <350.
I don't think the number of destructables is what is causing the problem however.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-26 03:07
by Rudd
Warning, no pictures, download link near the bottom.

Suddenly I was getting hung up on the GPO when thats the 2nd part of the process (just made it so people could have some fun while they look for bugs for me) So I just removed the 32 layer and shoved apaches on teh 64 layer so that people can test stuff out. I'll leave all that alone now and get on with the actual map. (though I also made a US Army version so that the map can be played in the Combined Arms Minimod)

Well, I did some more work, did some modifications to teh village as feedback said it was too easy to destroy too many buildings in one go, so its gotten some love and some more space in the village, though bombs are gonna cause quite a bit of damage. Added a small market scene, added crates and suppy props to teh missle silo.

I've added some more fields on the oasis side of the village with an outlying farmhouse and barn. On the other side I added a gas station as per suggestions from testers.

Right now the 'fields' are just olive groves, but I plan to replace them with overgrowth fields when I get around to it, though it'll have to be wild grass probably unless the choice of vegitation increases down the road. A couple of fields might have to use the wheat field static.

Lightmaps still need to be done etc

I decided the bunkerline flag was gettting a bit too close to Brit main, so I deleted the northmost buildings. now its about 1700m away.

Increased the density of the rocks in the rock material layer of the overgrowth to provide more cover.

Added a few statics around the map to break up the desert a bit

decreased teh density of the overgrowth on the map as I think there was too much, overgrowth is denser towards the village due to water source.

Tweaked the roads Though they need some cleaning up as they clip terrain alot. Also I am trying to find a way to avoid the staining of the ground underneath as it looks pretty aweful.

Added ladders where appropriate to various statics. I think the number of ladders is 10, I don't think more are required. I have not added ladders inside the bunkers.

And finally, here is the current version. I'm letting anyone download this so that I can get the maxiumum amount of feedback now and catch bugs while I'm motivated.

MEGAUPLOAD - The leading online storage and file delivery service

Just unzip the al_muthana folder in the zip to ur levels folder, This will not interfere with your ability to play online normally.

If anyone is wondering about my other map, Nad Ali, I am still working on it, but replicating real life areas is much slower and less creative to an extent than this, as well as having to build your own afghan houses from teh kit :P , its a WIP in the background that I'll finish in time for 1.0 I think. I hope al muthana will get done alot faster.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-26 04:36
by M_Striker
I just saw this thread so I'm just going to throw this out there.

This looks extremely similar to Kashan. I know I'm stating the obvious, but have you considered maybe having more villages instead of a bunker complex in the middle? The concept looks like the exact same thing as Kashan, and that's the only part concerning me.

Otherwise, great work on the map. I love the dunes and village layouts.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-26 05:45
by Snazz
Being like Kashan isn't necessarily an issue, It could replace it.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-26 06:34
by Marko
So i just went in a 2 hours tour to Al Muthana and wanna know if i can post 40 screen shots here, all 1024x768 png around 200kb each.

Or you can just look the screen shots on my xfire profile Rudd. :p

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-26 09:49
by PLODDITHANLEY
Who cares that it looks like Kashan .... how it plays out is important, I for one think it will be awesome.

Good work

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-26 13:11
by Rudd
Snazz wrote:Being like Kashan isn't necessarily an issue, It could replace it.
it is significantly differnet to kashan and will have significantly different gameplay if my ideas are correct. Kashan and Al Muthana will hopefully complement each other.

Thank you to those who have already started giving me screenshots and feedback :)

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-26 17:06
by Marko