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Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-02-20 15:26
by Rabbit
What does the alpha channel look like on your road texture? I feel like a more see-through alpha might help blend those lines.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-02-20 17:25
by Max_
This is the main textures for the road template, also used on the road intersection where I connect the roads. (same as WW2 with a slight color adjustment)
Cross intersection texture.
T intersection texture.
The intersections alpha isn't really matching the main texture alpha, I need to redo those.
Also, I think this is related to my UV being wrong somewhere? not sure.

Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-02-20 17:49
by Rabbit
Ahh, must have just looked bad due to some missing roads between them.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-02-21 04:34
by Max_
Once connected.
Central Markets intersections/roads.
Changed flowers mesh as Ason recommended.
It feels like that the lowest prio road templates need to be done last or at the same time before saving.
Because before implemented those new intersections I didn't had the "flickering roads bug" with some smaller compound/path road templates. Now it's doing it to them since I've redone the roads.
I also left some old intersection (central market), and they are not flickering anymore.
For example:
Situation 1: Put template X then save and quit. next day. Add Template Y but they need to be above template X using prios. (This situation will make the roads flicker)
Situation 2: Put template X then save and quit. next day. Add Template Y but they need to be under template X using prios. (This situation should not make the roads flicker)
I still have to put this theory to test tomorrow.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-02-21 13:21
by Outlawz7
max nice wrote:Put template X then save and quit. next day.
Next day? Just launch the editor again.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-02-21 15:05
by Arc_Shielder
Nice job max!
Any chance you an upload those and send them my way?
It might come in handy for future maps of ours.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-02-21 19:57
by Max_
By next day I meant for example. When I work on my maps I just work on it for a few hours a day and come back to it the next day, so I don't burn myself out like it happened many times a few years ago. (I shouldn't have used Next day...)
I did the test of this Cracker Jack Box theory on two maps. The first map was totally
ignoring the prios (the second template was always on top regardless of the prio that was set). On the second map, all the templates was flickering.
So yeah, roads prio between different templates is totally bugged.
Those two lanes intersections will have to wait, unless I do a massive intersection with huge textures.
meawhile, I will use the T intersection for the first lane.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-02-21 22:21
by Zeno
Road Simulator 2016, order now and get the Trafficlight DLC for free

Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-02-22 05:38
by Ratface
Glad to see you've made great use of those roads ;D
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-02-22 08:54
by Rhino
Looking good!
As for your UV issues, your UVs should be slightly inside the edge of the texture sheet border, if they are right on the edge then they will bleed onto the opposite side as if the texture was tiled, especially in the mip-maps.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-02-22 09:16
by Max_
Fixed, thank you Rhino!
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-03-19 23:56
by Max_
New minimap.
Without grid
Download: https://www.dropbox.com/s/el8y607i81j6o ... 7.zip?dl=0 (v0.7)
Only tested INS64 with this build.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-03-20 03:03
by PLODDITHANLEY
Wow looking really good.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-03-28 18:40
by Max_
After 5 days of generating lightmaps, Some roofwalls and those building got messed up.

Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-03-28 18:50
by Outlawz7
Those buildings are broken, they'll be fixed in v1.4
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-03-31 13:50
by Raklodder
max nice wrote:After 5 days of generating lightmaps...
I'm sorry to hear that.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-03-31 14:25
by Rabbit
max nice wrote:After 5 days of generating lightmaps, Some roofwalls and those building got messed up.

5 days? LOL that aint shit.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-07 05:09
by Max_
Fields are a pain in the ***.
I will change the layout of the fields tomorrow.
I tried to optimize them by adding a lod1 and performance are worst now.
I will remove the corn fields, they are more than 10 times bigger than poppies and probably the main cause for the bad performance.

Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-07 05:44
by solidfire93
keep up the good work.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-13 01:26
by Max_

idk. Some fields feels too small. should merge a few of them together.
Not one single Corn fields, about 3x time the number of fields and still get better performance than before.

I'm taking a break for today I've been on this for too many hours now.