[Map] Road to Ramadi [scrapped]

Maps created by PR community members.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

looks good, you need to fix that vine on the hotel abit thou ;)
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V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Vine fixed


another brief update, not too many time to work on the map.
Now, this isn't looking too good, the ambientation is still not the best - it's seeming too humid for me. The terrain textures will be regenerated, dont worry bout'hem.
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Now, I tried to make it look as the real mosque, although those pics still don't have the xpak statics (the big tower) i used replacing the original mosque towers. 1024x768 here

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Just a wreck
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Market - gonna have asphalt instead of sand...

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one of the streets...
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Well, maybe now it is sortta looking like a militarized stadium huh? Still gotta fix the undergrowth though.
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A "beach" house :P

I still couldnt match up the sky, statics colour, etc.
so i realize lightning isn't pretty (nor ungenerated lightmaps :P )
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Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Looks good, don't restart. The textures look better than my map. I just can't get textures right, I'm not an artist. I can't get mountains right either. Did you do your textures with an external program or did you hand paint them after TPainting them? Or did you hand paint the whole thing?
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Well, I tpainted it with the original terrain, that means a lot of stuff that should be sand is rock, since I modifyied the terrain. Only asphalt, beach and grass I have painted, to get a feel of how it's gonna look.
I'll regenerate tpaint when terrain is finished, with different textures from the original ones tpaint provides.
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luizinhuu
Posts: 1294
Joined: 2006-04-27 00:03

Post by luizinhuu »

AWESOME, venom
looking forward to it :D
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Stinger
Retired PR Developer
Posts: 266
Joined: 2006-05-06 22:37

Post by Stinger »

V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Thanks luzinho :)

That's some wild footage, I've watched some before starting the map
It would really be cool if PR had some bradleys just as well
Someone already told me USMC doesn't have them, but USMC isn't the only in Iraq, so I guess it wouldn't be surealistic to have one.




>PS: Static count reached 2000. The bad thing is that there is many stuff to add in order to fill up the city properly.
Last edited by V3N0N_br on 2006-11-25 21:53, edited 1 time in total.
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00SoldierofFortune00
Posts: 2944
Joined: 2006-02-28 01:08

Post by 00SoldierofFortune00 »

WOW, that looks real nice. Hope you haven't changed that much from the beginning, but that tank wreakage in the screenshot on the last page kind of looks out of place. Could be the lighting, shadows, or coloring or something, but it justs doesn't blend in well with the colors around it.
"Push the Envelope, Watch It Bend"

Tool ~ Lateralus
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Well, that's not really his fault. The static looks a bit cartoony.
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Replacing the static then
There's another iraqi tank wreck, much better designed

Anyways, a few new picks I just took while testing some stuff.
I think this "fix" the undergrowth in that part a little bit (Yeah, I know the cattails are to sunk into the water):
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The high part of city I'm still working on... gonna take long, since it's a nightmare to mach terrain with statics when you're talking about vertical structuring in a game engine
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The first steps into building the Ramadi palace
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luckly, the palace static (same than Al Basra's) fits perfectly, including for the destroyed part of it.

It's still very low-quality stuff, just posting for the static design I think is looking cool.

I think i finally found the right sky, at least i really liked this one.

Mosque with new towers
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Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Post by Pantera »

Niiiiiiiiiiice !!!!!

I need the texture for the WarLord building :( and the Asylum building :(

How do you make the roads so straight ?
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V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Darth.Skyline wrote:Niiiiiiiiiiice !!!!!

I need the texture for the WarLord building :( and the Asylum building :(
Hey skyline, read my post on this topic

http://realitymod.com/forum/t11581-p5-h ... ditor.html

Since the static is already added to your map or inside PR I guess, all you have to do is getting the textures from SF's objects_client.zip and throw them into your map's objects folder (within the respective path, I mean, never change the path and make it look exactly as it is on the .zip)
=Darth.Skyline]
How do you make the roads so straight ?
Go to Render> Grid mode
Just follow the grid with the road - add splines parallel to the grid. Even if it's a 45 degree road, you can follow the vertices of the grid small squares.

Oh, also, select the road you've just created, and on the tweaker bar, set octaves to 0 (it took me long to find this out until someone told me lol)
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duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Post by duckhunt »

V3N0N_br wrote:
Go to Render> Grid mode
Just follow the grid with the road - add splines parallel to the grid. Even if it's a 45 degree road, you can follow the vertices of the grid small squares.

Oh, also, select the road you've just created, and on the tweaker bar, set octaves to 0 (it took me long to find this out until someone told me lol)
Also setting range to -0.05/-0.05 with get rid of the wobbles.


Do you know your objects count v3non?
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Do you know your objects count v3non?
2050 and getting bigger

0.0


I can't just stop now, cause there are too many empty areas.

Overgrowth object count at 1700, but I'm gonna reduce density

Btw, it's not laggin for me in my usual configs. Talked to Rhino about this yesterday, he told me that if there are not so many statics glued together it doesn't lag that much.
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Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Post by Pantera »

Dude, you dont need to put more stuff in the empty areas. i put a lake on my empty side!!! covered it up nicely...oh yeah thanks for telling me how to do that! i just cant seem to find the fooking texture file for the objects! gar!!!
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V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Darth.Skyline wrote:Dude, you dont need to put more stuff in the empty areas. i put a lake on my empty side!!! covered it up nicely...oh yeah thanks for telling me how to do that! i just cant seem to find the fooking texture file for the objects! gar!!!
It's here

Objects_client.zip\StaticObjects\_middle-east\city\textures
Objects_client.zip\StaticObjects\_middle-east\uniqueobjects\mosque\textures

In the objects_client.zip inside SF folder (xpak)
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Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Post by Pantera »

Yeah found it thanks.

I wasnt looking in the correct place for the warlord texture....How do i see my object count ? i knew it but i forgot!
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V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Darth.Skyline wrote:Yeah found it thanks.

I wasnt looking in the correct place for the warlord texture....How do i see my object count ? i knew it but i forgot!

double-click the "level info" box on your low right inside the editor. I guess it's something like that.
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V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Late update....

Fixed ground textures...still gotta paint some areas though. Added a lot of lamp posts and cables, it's looking real nice this part. Also made some wastelands and small farms, like you see on the satellite pictures. I'll post some screens as soon as I finish undergrowth.

Here goes a minimap.
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Lets see...

Static objects - 75%
Undergrowth - 40%
Textures - 60%
Roads - 75%
Terrain - 90%
Gameplay - 80%, most CPs, spawn points, etc, already placed
lightmaps - 0%... gonna have to regenerate them since I changed sky
overgrowth - 75%

I guess it's around that... A few weeks and maybe a beta. (without lightmaps)
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luizinhuu
Posts: 1294
Joined: 2006-04-27 00:03

Post by luizinhuu »

really looking forward to this map, it looks promising!
Venon, consider placing the CPs somewhat a lot distant from each other. like in Jabal. IMHO this adds A LOT to the gameplay and teamwork etc.
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