Hard to navigate with ambigious looking maps.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Guerra
Posts: 365
Joined: 2007-02-15 17:19

Post by Guerra »

Ehh, well I just want stuff like water and roads more visible. So my idiot driver doesn't drive into the little river in Basrah with a tank. Or one of those ditches in Greasy Mullet.
Smash-Crunch
Posts: 143
Joined: 2006-11-29 01:56

Post by Smash-Crunch »

Guerra norte wrote:Uhh yes they are, what do you mean by measurements? Like a line that shows distances? Well there is one and it's dynamic too, it's just not showing on the screenshot I took.

You mean like markers? Of course there's is none, I haven't put out any.

I might also add that the map is very dynamic when zooming in and out so you get a different level of detail avoiding getting lots of clutter when zooming far out.
Measurements, as in you don't know how far the land drops or rises at each contour line, which is what contour lines are used for. Without some number for reference, you don't know if that spot is full of cliffs or as flat as an anvil.

Legend, as in you don't know what the hell the black triangles mean, is that a road or river, what the black boxes are, and what the green stuff is.
ubiquitous
Posts: 115
Joined: 2007-03-02 21:53

Post by ubiquitous »

I have converted inishail forrest to a contour plot at two different levels of detail using photoshop:

Image

Image

The forrest areas, buildings, roads and water etc can be painted in by hand by tracing over the existing minimap image (probably best done in illustrator rather than photoshop).

At the moment, the contour lines look horrible on account of the fact that they aren't anti-aliased and the texture file for the map is quite low resolution (512x512). I think the way forward is to either work on a larger immage and downsample using a bicubic algorithm or similar or else to try and get the lines into illustrator in vector form. Will investigate furthur tonight.

EDIT: On inspection, it should be possible to get vector contours into illustrator so that the whole process can be vecotr based. Should work out nicely.

Bugger, been messing with this for an hour—should be working. Arrggh
Last edited by ubiquitous on 2007-03-23 15:42, edited 1 time in total.
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

I think higher resolution minimaps woud work better, cause right now, when you zoom in it's practically pixels.!
(my screen resolution is 1280x1024 btw)
Image

If you are reading this dont stop, cause if you do, I'll kick you in the balls.
jackal22
Posts: 849
Joined: 2006-11-18 20:18

Post by jackal22 »

I would have to disagree, they could be touched up a little but a total over haul including heights of ridges etc. isnt needed and will just confuse 90% of players.

all the lines and stuff just take away from the important objectives. they dont tell you much that would be an advantage in return imo.
Image
ubiquitous
Posts: 115
Joined: 2007-03-02 21:53

Post by ubiquitous »

Here's a quick proof of concept image I that made for inishail forrest

Image

Some notes:

The contour lines are generated automatically from the original heightmap. The forrest areas are generated in a similar way using the overgrowth.raw file. Both could use a little touching-up.

The roads and paths are hand drawn as vector bezier curves. The buildings (which aren't especially accurate in the above image) are hand drawn as vector shapes. Since everything is vector based I could make this image as big as the moon with no quality loss, but I fear that there may be a resolution limit imposed by the engine for the maps. With the original vector file and everything on its own layer it's easy to change colours and stuff too.
Last edited by ubiquitous on 2007-03-23 17:51, edited 1 time in total.
Guerra
Posts: 365
Joined: 2007-02-15 17:19

Post by Guerra »

Thats a good map, but make the roads and paths more pronounced.
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Post by General_J0k3r »

Guerra wrote:Thats a good map, but make the roads and paths more pronounced.
that should be a minor problem. i understand it right, that the maps in bf2 are just textures? in this case, it shouldn't be a major problem to make these maps. i'd also do one, though i'd need a month or so since im gonna move from barcelona back to berlin and won't have internet as well as a little holiday in between :D .
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

ubiquitous wrote:Here's a quick proof of concept image I that made for inishail forrest

Image
Yes yes yes!! This is really starting to look good, keep it up!
ubiquitous
Posts: 115
Joined: 2007-03-02 21:53

Post by ubiquitous »

Image
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

Hmm interesting, but the road color seems a bit distracting, how about if make the roads light yello, gray or white and add some black contour to them?
Last edited by Guerra norte on 2007-03-23 19:24, edited 1 time in total.
k30dxedle
Posts: 163
Joined: 2007-01-20 18:31

Post by k30dxedle »

Nice. How about the control points?
Image
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

Interesting discussion. At best I would like to see key roads, objects and areas indicated with an appropiate name. Things like "Charlie Road", "Devil's Ridge" or "Jo Shung's Temple" would help alot if you ask me. It would make it alot more conveinant to glance at your mini-map and say "Hostiles sighted around Hill 747" rather than "Hostiles sighted at that...hill to the north".
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

Terranova wrote:Interesting discussion. At best I would like to see key roads, objects and areas indicated with an appropiate name. Things like "Charlie Road", "Devil's Ridge" or "Jo Shung's Temple" would help alot if you ask me. It would make it alot more conveinant to glance at your mini-map and say "Hostiles sighted around Hill 747" rather than "Hostiles sighted at that...hill to the north".
Yeah I agree on that, would help a lot on verbal comms, but isn't "Hill(insert number)" reffering to height? Or are they just randomly named? That would make Hill 747 more like a mountain hehe.
k30dxedle
Posts: 163
Joined: 2007-01-20 18:31

Post by k30dxedle »

Yes, hills are named according to height in meters.
Image
bobfish
Posts: 217
Joined: 2007-03-11 11:41

Post by bobfish »

You know a gradient would work better than just contours.

Not sure about anyone else, but I think with the steeper gradients used in BF2 map design that a quick glance reveals a lot less information than you would get from a map of a real location (cause BF2 maps are compressed to make it more exciting).

Would that be possible? Just a like grey to white (low to high) gradient colouring of the map?
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Grid lines?
Image

If you are reading this dont stop, cause if you do, I'll kick you in the balls.
[-=IDSF=-]SykloAG
Posts: 403
Joined: 2006-11-25 12:56

Work in progress

Post by [-=IDSF=-]SykloAG »

It's been more complicated than I expected, but here is what I have so far.
I'm probably going to have to create my own program though - I need to be able to reduce the bandwidth of the 16-bit signed RAW files more precisely in order to control the relative heights better.

Also, I need at the very least to create vector data now and right now the contour program is producing some very weird format files.

Image

Anyone recognize the map? And yeah I know it looks like **** so far, but at least the contours are about right.
Image
causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Post by causticbeat »

Smash-Crunch wrote:The contour lines on that top map are useless without any measurements, plus theres no legend.

uhm. its been a few years out since my time in boy scouts, but arent contour lines standardized? Like 20m of elevation or something>
causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Post by causticbeat »

ubiquitous wrote:Image

make one of those badboys for every map then talk to devs
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