[Map] Badghis mountains (2km) [WIP]

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Zeno
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Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

I will be using MEC vs Taliban for now, i really like the "soviet occupation" feel it will give to the map with Shilka and BMP2s as "heavy armor" while im thinking about also including a Hind (the one without ATGM)
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Zeno
Posts: 3430
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Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

where do i find the helipad that repairs and rearms?
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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Ason
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Re: [Map] Badghis mountains (2km) [WIP]

Post by Ason »

/objects/roads/staticsnoblend/concreteblock_helipad
Rabbit
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Joined: 2006-12-17 15:14

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rabbit »

Or if you dont want to use that.

run /objects/common/supply/mapper_placeable/supply_placeable_heli_slow_025m
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AfSoccer "I just don't see the natural talent."
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Zeno
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Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

any chance to know what happened to:

Mud, Bricks and Sweat - Project Reality Forums
Mud, Bricks and Sweat #2 - Project Reality Forums

and also the other afghan statics in the works?
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Zeno
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Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

have gotten alot of work done lately, mostly fixing adding 2 new villages and some new compounds, together with some work on the overgrowth, giving the mountaintop much more cover.

im feeling confident that i can get a playable testversion in the next couple of weeks :D
maybe even get an event going *calls for wicca with my magic flute*
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Insanitypays
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Re: [Map] Badghis mountains (2km) [WIP]

Post by Insanitypays »

Great to hear. Sounds like you're working fast ^^

Having looked through the pics again, I've noticed that the ground textures are very dark. There's a good chance that the Norwegian's desert camo might stick out like a sore thumb. I think there may be a way to fix that through lighting, but I'm not very knowledgeable on the subject.

"Go to Heaven for the climate, Hell for the company." -Mark Twain
[/CENTER]
Rudd
Retired PR Developer
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Re: [Map] Badghis mountains (2km) [WIP]

Post by Rudd »

Having looked through the pics again, I've noticed that the ground textures are very dark. There's a good chance that the Norwegian's desert camo might stick out like a sore thumb. I think there may be a way to fix that through lighting, but I'm not very knowledgeable on the subject.
both the lighting and the groundhemi.dds can be used, the latter is a very powerful tool in making vehicles and soldiers look like they belong in the environment.

I have a distant memory of the groundhemi of this map having a green section, not sure if that was fixed, but anyway using the above to control the setting of the soldiers is advisable.
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Zeno
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Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

Editor Image dump time:

The assets are only a first layout, the map will be balanced propperly after several test sessions. i will also add more transport to the MEC

i also know that some objects does not blend properly yet, this will be fixed with lighting and lightmaps later.

The terrain textures will be completely redone when i feel satisfied with the statics layout.

hopefully this will also fix the texture missalignment and black spots.

still alot of detailing to do.



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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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Ason
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Re: [Map] Badghis mountains (2km) [WIP]

Post by Ason »

Looks great! You can easily make the statics look a bit better for the test event by simply choosing a light brown/grey color for static.suncolor and darker brown/grey for staticsky.color.
Rudd
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Re: [Map] Badghis mountains (2km) [WIP]

Post by Rudd »

http://i261.photobucket.com/albums/ii69 ... -56-59.jpg

I'm a bit worried looking at this area here and a few other bits, the afghan lego set is quite inefficient in terms of resources, it'll really punish you when you lightmap

the vbf2 buildings with side stairs will fit the vbf2 little brown house with the broken roof on top of them if you want to save resources

it also looks like you've put afghan roofs on top of destructable village statics, that will look REALLY bad when the house gets destroyed and the afghan bit remains, on that note watch your networkable limit to avoid crashes

I would also be careful with the cliff statics, theyh don't actually have a LOD afaik, so they can really eat into resources even at range if there are a few of them

I really love the ambiance and the terrain, loadsa of potential here, it looks like you've done well to give areas vegitation without making it too heavy there so well done





Looks great! You can easily make the statics look a bit better for the test event by simply choosing a light brown/grey color for static.suncolor and darker brown/grey for staticsky.color.
can always edit the object's texture too
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Zeno
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Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

'[R-DEV wrote:Rudd;2058696']http://i261.photobucket.com/albums/ii69 ... -56-59.jpg

I'm a bit worried looking at this area here and a few other bits, the afghan lego set is quite inefficient in terms of resources, it'll really punish you when you lightmap

the vbf2 buildings with side stairs will fit the vbf2 little brown house with the broken roof on top of them if you want to save resources

it also looks like you've put afghan roofs on top of destructable village statics, that will look REALLY bad when the house gets destroyed and the afghan bit remains, on that note watch your networkable limit to avoid crashes

I would also be careful with the cliff statics, theyh don't actually have a LOD afaik, so they can really eat into resources even at range if there are a few of them
I dont have that much of them, i dont think its a big problem atm, but if i get feedback on bad FPS i will ofc have to remove them or fix it somehow.

I use the NonDest version of the village houses for the ones with statics on top of them, should not be a problem.

I use quite a few of the Cliff statics, i thought they fixed most LODs a while back? will have to do some more ingame testing to see if it affects FPS.
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Rudd
Retired PR Developer
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Re: [Map] Badghis mountains (2km) [WIP]

Post by Rudd »

just checked and no it hasn't got LODs, it's ok since it hasn't got too many polys for it's size, but when you lightmap them it could cause an issue, so use the mimum lightmap size that looks good enough, or maybe mipmaps can be used to help prevent performance impairment down the line in the lightmap but I'm not too sure on that
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derg
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Joined: 2009-03-17 21:07

Post by derg »

looking good! i like how you set up your roads!
do you mind posting a minimap?

GT-I9515
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

dergammla wrote:looking good! i like how you set up your roads!
do you mind posting a minimap?

GT-I9515
what about my roads? :)

This is the most up to date one, seems like some compounds to not render on the minimap:

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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

i need a favour from one of you guys, can somebody download this JPG and run it through Slice or t-split so i can get the Colormap files in return? i need it to retexture the whole map.

https://www.dropbox.com/s/x3zd4nckkpw34 ... D.jpg?dl=0
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Rabbit
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Joined: 2006-12-17 15:14

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rabbit »

You can't use t-split? Its very easy.
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AfSoccer "I just don't see the natural talent."
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Amok@ndy
Retired PR Developer
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Re: [Map] Badghis mountains (2km) [WIP]

Post by Amok@ndy »

we even have a tutorial about that
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Zeno
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Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

[R-DEV]Amok@ndy wrote:we even have a tutorial about that
cant seem to get the CMD working, i only get: "bf2_tsplit null colorbig.tga" is not recognized as an internal or external command, operable program or batch file

edit: it seems that i fucked up when saving the Colormap.tga as 24 bit COMPRESSED...
Last edited by Zeno on 2015-03-09 11:34, edited 1 time in total.
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Amok@ndy
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Re: [Map] Badghis mountains (2km) [WIP]

Post by Amok@ndy »

https://www.realitymod.com/forum/f189-m ... rmaps.html

if this doesnt work you can just run tpaint once then open the colormap.tga edit your texture and save the colormap.tga and make it read only, then run tpaint again and everything will get splitted to the colormaps folder
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