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Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-19 17:42
by Rabbit
Oh snap, you retextured the afghan north statics? I thought you were using the new afghan statics.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-20 04:46
by Max_
That foliage pretty much cover the Taliban main from Base Rape. If people really want to base rape well they will get what they deserve from an admin.
Also mirrored the main terrain to surrounding terrain and photoshoped the unwanted rivers out and photoshoped new terrain data to the west side.
Added another vehicle shelter because I had some unrespawnable vehicles laying in the middle, wasn't good to let the other vehicles out.

Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-20 08:19
by solidfire93
man this map look fantastic...
keep it up max

Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-20 10:54
by Madar_al_Fakar
Looks nice, except for the river, the river looks kinda weak/small, especially with those small patches of islands all over it, reduce the islands to make room for more water?

Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-20 12:18
by agus92
Madar_al_Fakar wrote:Looks nice, except for the river, the river looks kinda weak/small, especially with those small patches of islands all over it, reduce the islands to make room for more water?
He already stated that he can't raise the water level because it would flood part of the map.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-20 13:27
by Ason
Madar_al_Fakar wrote:Looks nice, except for the river, the river looks kinda weak/small, especially with those small patches of islands all over it, reduce the islands to make room for more water?
I don't mind the "islands" but imo they should be covered with grass, bushes, rocks and trees.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-20 21:58
by Max_
Added vegetation to the river islands
Without Grid

Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-20 22:18
by Madar_al_Fakar
Yeah, that did the trick!
Pronck wrote:Put rocks on the mountains maybe?
might be good, if the rocks would be big enough to provide at least some cover so it's not empty, orr maybe that part of the map isn't meant to be much contested.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-21 06:27
by Max_
For some reasons, out of 3 clan mates I'm the only one getting this shitty UG.
Unless I'm not looking at the fields then it will render correctly.
This is not the only map where it happens, Grozny, Iron Ridge, Charlies Point..., but those maps are not as bad as this.
Ignore the TOW HMMWV
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-21 07:46
by Mats391
I get it too on some maps. It depends on distance and angle that i am looking at them.
What are your graphic settings?
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-21 07:51
by Max_
Code: Select all
Fullscreen: True
Display Mode: 1920x1080@60Hz
Display Mode Valid: True
Graphics Scheme: High
Multisampling: 8x
VSync: True
Terrain Quality: High
Effects Quality: High
Geometry Quality: High
Texture Quality: High
Lighting Quality: High
Dynamic Shadows: High
Dynamic Lights: High
Texture Filtering: High
EDIT: Found a fix...
http://forums.guru3d.com/showpost.php?p ... stcount=18
this solved my flickering ugly grass->
1. go into bf2 menu and disable AntiAliasing - save and exit
2. delete the battlefield cache files (in your \Documents and Settings\[username]\My Documents\Battlefield 2\mods\bf2\cache\ directory)
3. start bf2 - play a map without AntiAliasing (for recaching without AA)
4. disconnect and set AntiAliasing back
5. restart game
This has been bothering me for years and when I start asking questions, I find the answer moments later. #MyLife

Posted: 2016-04-21 08:42
by Mineral
I've asked AM to code that fix into the game many times

many people dont know about it.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-29 12:29
by Outlawz7
Wait, are you using those \staticobjects\me\buildings statics on your map? Their quality is subpar, why do these keep making their way back to PR every time...
Also I think your lightmaps or sky color settings are too dark for a day map.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-29 21:01
by Rabbit
[R-DEV]Outlawz7 wrote:Wait, are you using those \staticobjects\me\buildings statics on your map? Their quality is subpar, why do these keep making their way back to PR every time...
Also I think your lightmaps or sky color settings are too dark for a day map.
Looks like afghan north retextured.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-29 21:26
by Outlawz7
Rabbit wrote:Looks like afghan north retextured.
Not talking about those.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-29 21:38
by Max_
Those, and they will get replace by something else.

Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-30 06:00
by Max_
For people that didn't saw the Event for the map:
https://www.realitymod.com/forum/f376-p ... ost2128300
IT'S TODAY! 1600PRT
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-04-30 18:17
by Outlawz7
This cache is hard to get out of as it spawns you in the beds, try to leave some room around caches for people spawning on them

Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-05-03 16:12
by Colonelbruno
This is a beautiful afghan based map with so much love to detail, well done!
Although this map and Grozny give me too much flickering regarding the vegetation, especially the trees.
The fix you posted above didn't help unfortunaly. Only Supersampling does.
Re: [Map] Musa Qala (2km) [WIP]
Posted: 2016-07-05 04:52
by Max_
Finally got around cleaning up my desktop which had all the minimaps saved into it.
Wanted to make a GIF with the progression of all the minimaps for quite a while now, so I did.
It's been a while since the last progress update, I'm still working on the map redoing all the compounds.