[Map] Kurram (2km) [WIP]

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AFsoccer
Retired PR Developer
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Joined: 2007-09-04 07:32

Re: [Map] Kurram (2km) [WIP]

Post by AFsoccer »

Yes, you can do it in any order, but I'm not sure it's the best way... for several reasons:

- Depending on your settings, undergrowth will look different based on the color and texture of what it's placed on. So you won't get an accurate portrayal of how it looks if there isn't a texture underneath.
- You 'll end up removing and adding OG and UG a lot if you do it before you have everything laid out and textured.
- UG and OG take up a lot of memory so it's best to do it later in the process. That way you (hopefully) won't have as many crashes when working on statics, roads, etc. You can always deselect it from the render menu, but it may still affect load times, etc.
- Also, if you change the terrain height after you placed overgrowth, you'll have to refresh it (I can't remember the exact term used by the editor) so the trees will snap to the terrain again. This takes lots of memory and can easily result in a crash.

What I would recommend is to pick an area of your map that you want to work on first. Then do as much as possible to just that area... i.e. place roads, arrange statics, texture/paint, add OG and UG, etc. That way you can see how it looks and make changes before you've spent too much time or worked on too many areas of the map.
Last edited by AFsoccer on 2010-06-03 21:28, edited 1 time in total.
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Kurram (2km) [WIP]

Post by ChiefRyza »

- Also, if you change the terrain height after you placed overgrowth, you'll have to refresh it (I can't remember the exact term used by the editor) so the trees will snap to the terrain again. This takes lots of memory and can easily result in a crash.

Hit the "Generate All" button in the Overgrowth tab in the right hand part of the screen.

As AFSoccer says though, best to do it in order from the more simpler things to the more complicated.
Here's a helpful list to look at: https://www.realitymod.com/forum/f189-m ... ricks.html

Also, you'll end up making micro changes throughout the entire map creation, from textures to bumps of terrain etc.
You can do a little area at a time to see what it will look like though.


Current project: Operation Tempest
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Well I've more or less got the terrain how I want it, aside from little things like cave entry points (IE dips in the map, etc) but i've not quite got the hang of texturing yet (So far, every time i've tried to texture ANYTHING my editor has crashed.) If anyone can post a link to a solely texturing based tut, I'd love you forever. Also; surrounding terrain, how much detail am I to go into with it?
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Kurram (2km) [WIP]

Post by ChiefRyza »

Surrounding terrain should only link up with your main terrain and have the same general sort of textures. It won't need to have any detail whatsoever, it's only there so when players get to the edge of the map they don't come across some strange endless void.

With the texturing, what are you trying to do? If your trying to use a custom texture there might be some problems with it, such as it might not be in the right format. Are you using the default ones at the moment or have you made your own and trying to use them?

I have all the tutorials I found useful at home, so I'll link them in here in a couple hours.
In the mean time here is a very useful one: http://fenring.bf1942.cl/tutorials/texturesystem.php
Last edited by ChiefRyza on 2010-06-11 05:00, edited 1 time in total.


Current project: Operation Tempest
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

I've literally done the terrain, and hit a brick wall. I have no IDEA where to start with texturing, and every tut i've read assumes a basic level of understanding :/
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Kurram (2km) [WIP]

Post by AFsoccer »

Is it still crashing when you try to paint or are you just looking for help with techniques?
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

honestly, I'm bedazzled by the whole thing. The editor doesn't crash while I'm trying to paint now, it just doesn't paint anything onto the map at all. I've been stuck on this for far too long now, and I've got no clue what I need to do to get moving with texturing :/
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: [Map] Kurram (2km) [WIP]

Post by BloodBane611 »

Set the editor view to detail texture mode.

Make sure you've got the texture brush set to paint both color and detail textures.


That's all I can think of right now.
[R-CON]creepin - "because on the internet 0=1"
bluehawk112
Posts: 65
Joined: 2009-05-01 22:27

Re: [MAP] Kurram [WIP]

Post by bluehawk112 »

'[R-CON wrote:AFsoccer;1353640']If your leaning toward mountainous terrain (like Afghanistan), I would highly recommend a 2km map. I'm doing a 4km map with some mountains/hills and I'm constantly battling against terrain morphing (where the BF2 engine tries to average out heights). It's a real problem that has yet to be solved, so mappers making 4km maps have to do a lot of smoothing, which makes it almost impossible to have steep mountains or create underground areas without pulling your hair out.
Speaking for all flyers among us - I love 4km maps. It´s a paradise for flying -especially in mountaineous terrain!! Hopefully also SP support :grin: :grin:
Panama Jakk
Posts: 26
Joined: 2010-06-10 21:44

Re: [Map] Kurram (2km) [WIP]

Post by Panama Jakk »

As I understand it, it's going to be 2 km. Sorry, flieger. :-(
AFsoccer
Retired PR Developer
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Joined: 2007-09-04 07:32

Re: [Map] Kurram (2km) [WIP]

Post by AFsoccer »

As Bloodbane said, make sure you click on the "both" button (see photo):

Image

If you don't, it will likely just paint the texture, which is very hard to see all by itself.
Sniper77shot
Posts: 509
Joined: 2009-12-24 04:46

Re: [Map] Kurram (2km) [WIP]

Post by Sniper77shot »

Cool idea, hopefully it turns out nice and gratz Afsoccer.
Image
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Yep, started texturing, got hella far through it, then fell pray to one of those infamous crashes. Oh dear.
Last edited by =]H[= JakCurse on 2010-06-18 21:08, edited 1 time in total.
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

{Double post, I know} Does anyone know the name of the type of trees used on Lashkar/Korengal, and are they overgrowth, or do they need to be placed another way?
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Kurram (2km) [WIP]

Post by ChiefRyza »

They would be the deciduous trees, they are in the PR folder in Vegetation. You can either place them as statics for more precise needs, or just add them to the overgrowth as per the Overgrowth tutorial.


Current project: Operation Tempest
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Aye aye. I'm finding myself dropping to soldier cam to check whether things are climb-uppable or not a LOT, what with it being rather steep. I'm getting the texture refined, I've already taken a couple of shots at UG and OG, but I decided I'd rather finish the texture first. Here's a shot of the minimap with some descriptions;

{The green areas you see are the 'green zone' around the river, and I intend to have more lush vegitation around the bases of the hills.}

Image
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Argh. Another double post. Whenever I try to do overgrowth (Undergrowth works just fine aside from the crashes I hear that everyone gets), I recieve the following error;

Couldn't open TAI file "levels\kurramv01\editor\tmp\OvergrowthAtlas.tai


Any ideas?
Rudd
Retired PR Developer
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Re: [Map] Kurram (2km) [WIP]

Post by Rudd »

try going to compile and generating a new overgrowth atlas maybe
Image
Amok@ndy
Retired PR Developer
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Re: [Map] Kurram (2km) [WIP]

Post by Amok@ndy »

-> Compile -> Generate OvergrowthAtlas ;)

€: aahhhh ninja
Image
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Cheers gents :D Also, roughly how frequent are the undergrowth crashes? I get one ever 5 minutes or so, give or take.
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