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Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-10-08 17:18
by AFsoccer
Yeah, finding the objects when you first start out can be very frustrating. I even thought about making a visual table of contents, but eventually got the hang of it and can now find most items within a few seconds. It'll happen for you too... just stick with it. :)

PS: For those items you use a lot, make a list of where to find them or just copy-and-paste.

On behalf of PR, thanks for mapping. We can always use more good mappers!

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-10-08 22:51
by pfhatoa
Hah, we'll see about "good". Anyway, it goes faster and faster.

Also, I changed the init.con and ServerArchive.con for my setup (us and ru_team1) but whenever I save the map the init files seems to be overwritten. Anyway around that ordo I have to change it whenever I want to launch the map.

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-10-09 01:54
by Amok@ndy
just check the read-only box @ the init.con

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-10-25 22:55
by pfhatoa
Got a small update for tonight. Been working on the power station.

Overview

Real overview

Power station 1

Power station 2

Power station cellar

Storage

Storage Detail

Lots to go ;) And thanks for the help Amok

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-10-26 21:19
by pfhatoa
I got a minor problem. I want to try this map in game, just to check some few things. However it seems that I'm unable to move my mouse when in game, therefore unable to spawn. I've done some googling but I haven't been able to find a description of this problem somewhere else, much less a solution.

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-10-27 00:18
by sylent/shooter
you got it to work ingame better than me then :P I load my map then crash after I move 10 steps xD

P.S can anyone tell me how to get a google map image on the terrain so I can see where stuff should go?

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-10-27 06:55
by pfhatoa
frank_beans wrote:i get that sometimes, you might need to reset your controls to default.
Will try that, thanks.

Edit: It worked.
P.S can anyone tell me how to get a google map image on the terrain so I can see where stuff should go?
Get the image from Google Earth. I chopped maybe 6-10 pictures together in order to get a higher resolution. Then follow this tutorial.

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-10-28 00:29
by sylent/shooter
thank you :)

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-10-28 07:41
by pfhatoa
sylent/shooter wrote:thank you :)
Notice that you may need way more pictures than 6-10 if you need to cover the whole map in a high resolution. Unless you get the SHIT expensive pro version.

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-11-23 16:06
by pfhatoa
A small update. The general outline of the town Provideniya is soon finished. The mess with paths and stairs to every level is still left -.-

Overview Notice that some house don't render because of the distance.
The statue

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-12-04 10:46
by pfhatoa
A question: Will very sharp inclines (close to 90 degrees) in order to have a stonewall be possible like in this or will the morphing kill it?

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-12-04 10:58
by Amok@ndy
it will morph extremly

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-12-04 11:16
by pfhatoa
[R-CON]Amok@ndy wrote:it will morph extremly
Was afraid of that. Is there any efficient workaround. I was thinking of something like a static plane with a ground texture. A paint picture says more than a thousand words:

Image

Or will there be problems? I can think of several -.- Draw distance on that plane static, textures problem and the need of several different statics with different shapes. I guess though that this is the way it's done for cellars in PR.

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-12-04 17:22
by Rhino
ye, that's pretty much how I did sea wall on muttrah, and thous walls near the suburbs etc the problem is the static bit on thous walls near the suburbs, epically near south city the top paving bit wasn't large enough to hide all the terrain morphing, and that's only on a scale 2 map, although that mainly was because that part of the wall wasn't on the grid, if its on the grid you can get away with a lot more.

Also a "ground static", if you want to make it look like terrain that's quite a challenge with getting it blend in with your terrain seamlessly. I would recommend going along the paving on the top rout, looks better, unless its not a city :p

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-12-04 17:35
by HughJass
pfhatoa wrote:Was afraid of that. Is there any efficient workaround. I was thinking of something like a static plane with a ground texture. A paint picture says more than a thousand words:

Image

Or will there be problems? I can think of several -.- Draw distance on that plane static, textures problem and the need of several different statics with different shapes. I guess though that this is the way it's done for cellars in PR.
i had this thought in the back of my mind for so long. good idea.

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-12-04 17:44
by Rhino
HughJass wrote:i had this thought in the back of my mind for so long. good idea.
it isn't really a new idea as mentioned above, even some vBF2 statics are set up for this :p

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-12-06 14:14
by dunem666
good luck getting a 4km geo control render to work in game...


even when you apply the terrain patch it will still be buggy as hell.

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-12-06 14:29
by pfhatoa
dunem666 wrote:good luck getting a 4km geo control render to work in game...


even when you apply the terrain patch it will still be buggy as hell.
thank you (though the sarcasm!)

I'm making this map mostly to have something to do. If it's impossible, well then I try some more, and if it's still impossible I make another map ;)

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-12-06 16:08
by dunem666
no sarcasm, just tried many a time to do a 4km, works fine on 2km, really nasty stitches on 4km.

nice terrain tho!


if u run your map and see massive black blotches, thats terrain patch, can be fixed. with the random squares of terrain, competely missing in game but not in editor. thats something i could not fix, 2 maps scrapped :(