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Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-29 15:31
by dtacs
'Abandoned Russian helicopter base' doesn't look that abandoned. I want to see some old T-55 wrecks and tipped HESCO bariers, or removal completely of the HESCO barriers since the Russians (presumably) didn't use them.
To be honest this is suffering from the same thing as Jormdarreh Range, a real lack of areas for caches to spawn. You have to take into consideration that the Norwegians have optics and big burly APC's that can rape from ages away while the Taliban are left to close range combat.
My suggestions would be to:
- Increase urban and developed areas for more cache possibilities and Taliban-friendly areas. I mean they don't control huge expanses of desert, they control thick areas where there are civilians present. An idea could be some Kabul-style favelas on the hills.
- Add a centerpiece to the map, like the villages on SEagle and Archer.
- Decrease view distance. Look at the main base pic, and imagine a techy in those foothills. Choppers will stand no chance getting out depending on the skill of those in the CV90-30's (if you're going to have them)
Regardless, it looks like this could be an excellent map, good luck.
Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-29 15:48
by karambaitos
the buildings look really weird, though i like the color of the map its different

Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-29 16:00
by Wakain
the village could use some more detail, like fences, perhaps some sheds or stone walls, also a village needs something close that justifies the building of a village, perhaps a stream or well(latter seems more likely in this landscape) and some fields to grow the necessary crops or the population would starve.
takes those things into account and you'll do fine
Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-29 16:02
by Zeno
dtacs wrote:'Abandoned Russian helicopter base' doesn't look that abandoned. I want to see some old T-55 wrecks and tipped HESCO bariers, or removal completely of the HESCO barriers since the Russians (presumably) didn't use them.
the map was originaly made for US vs MEC so this is leftovers from that version. working to "Russianize" it atm
To be honest this is suffering from the same thing as Jormdarreh Range, a real lack of areas for caches to spawn. You have to take into consideration that the Norwegians have optics and big burly APC's that can rape from ages away while the Taliban are left to close range combat.
this map will not be like jermdarreh range... the taliban is so hidden inside the mountain that its almost impossible to rape from a distance and there is going to be only 2 dirt roads leading into the backside of the mountain.
My suggestions would be to:
- Increase urban and developed areas for more cache possibilities and Taliban-friendly areas. I mean they don't control huge expanses of desert, they control thick areas where there are civilians present. An idea could be some Kabul-style favelas on the hills.
a good tip
. have to figure how to implement this propperly
- Add a centerpiece to the map, like the villages on SEagle and Archer.
i will expand the current central village
- Decrease view distance. Look at the main base pic, and imagine a techy in those foothills. Choppers will stand no chance getting out depending on the skill of those in the CV90-30's (if you're going to have them)
the viewdistance will be optimized so that you just cant see the base from the mountains but still get long view.
Regardless, it looks like this could be an excellent map, good luck.
thanks
response in bold

Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-29 16:04
by Zeno
[R-DEV]Rudd wrote:if you post up a picture of something, expect comment on it, if you don't want comments on it, don't put a picture of it up
ofc

i didnt mean to be rude or anything

ops:
Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-29 19:16
by Zeno
[R-DEV]Rudd wrote:but the terrain looks really good, though the moutnains start a bit suddenly
they are made entirely of realworld data so this is excactly how they are rl

Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-30 02:23
by =Romagnolo=
how are you generating the terrain ? I see you didn't that by hand...
Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-30 02:28
by Rudd
he used DEM data, as per his own tut
https://www.realitymod.com/forum/f189-m ... heavy.html
however I'm willing to bet he did not use a 2k area from RL to put in to a 2k map - hence why the mountains start suddenly.
Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-30 04:25
by anglomanii
@zeno, for the afghan favela style village.
here is a little story. as i was trying to teach myself how to map (epic failure on my part) i tried a few things so i could teach my self the process. when i tried to make a village i kept running into problems with it looking unnatural. it never had that maze look to it, i then took a simple maze from one of my sons activity books and used it as inspiration on the village lay out. it actually came out looking really good. pitty i sucked at every thing else. it might help,it probably wont and i probably cant explain my self well. but i try.
still your map looks good to me, i hope to play it some day...
Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-30 06:44
by Rhino
Zeno wrote:they are made entirely of realworld data so this is excactly how they are rl
DEM data for the most part is really low quality. Using DEM data on its own is not enough for a FPS like BF2 which each grid square is 2ms. Right now your only using like 10m grids worth of data.
You need to add the missing detail the DEM dosen't have, unless you want really low detailed terrain.
Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-30 12:34
by Zeno
[R-DEV]Rhino wrote:DEM data for the most part is really low quality. Using DEM data on its own is not enough for a FPS like BF2 which each grid square is 2ms. Right now your only using like 10m grids worth of data.
You need to add the missing detail the DEM dosen't have, unless you want really low detailed terrain.
smooth tool is my friend

Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-31 11:54
by SWIZZ=kettcar=
sure
nice work so far zeno
Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-31 12:11
by Rhino
Zeno wrote:smooth tool is my friend
You sir have just lost 20pts. Smoothing is the opposite thing you want to be doing...
Ok lets take muttrah for example a sec, here its its primary heightmap:
Now if we zoom in 500% on the mountains to the north, we can see all the differences in height by the colour of the pixels.
notice there is a lot of variation in the pixel colours from one to the next, some very dark with the other right next to it might brighter. All this variation makes for the natural looking rock face where you have some bits of rock sticking out etc, as seen here:
Now for a start, if I make the image much lower scale (which basiclaly what a DEM image is like) you end up with it looking like this:
Notice all thous small detail pixels have gone, all thous small jitters etc have been lost and basically "smoothed out" into the surrounding area.
Now that's what you have to work with that's fine but you now need to add the detail back in, not take even more out by smoothing it even more....

Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-31 12:27
by Zeno
i see your point but when you directly import terrain from DEM you get a very uneven terrain that is almost impossible to walk on... thats why i use the smooth tool and then go over with the random tool/smooth tool to add details

Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-31 12:39
by Rhino
Ye the main reason its probably impossible to walk on thou is because you most likley didn't use a 2km area off the DEM data, your most likley squeezing something like a 16 or 32km area into 2kms which then ye makes it impossible to walk on
If you use 2km DEM on a 2km area, its very easy to walk on as its incredibly smooth hehe.
Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-31 12:58
by Zeno
[R-DEV]Rhino wrote:Ye the main reason its probably impossible to walk on thou is because you most likley didn't use a 2km area off the DEM data, your most likley squeezing something like a 16 or 32km area into 2kms which then ye makes it impossible to walk on
If you use 2km DEM on a 2km area, its very easy to walk on as its incredibly smooth hehe.
i know all this
im making the the desert dunes green now

Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2010-08-31 12:59
by MikeDude
This map gives an freaking awesome feeling! +10 for this map!
Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2012-01-17 18:07
by Zeno
Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2012-01-19 21:54
by Zeno
how do i place caches and code it to work properly? and link to tutorials or explenation how to?
Re: [Map] Badghis mountains (2km) [WIP]
Posted: 2012-01-19 23:49
by AFsoccer
Zeno wrote:how do i place caches and code it to work properly? and link to tutorials or explenation how to?
We hope to have a tutorial for this shortly.