[Map] Provideniya (4km) [WIP]

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pfhatoa
Posts: 917
Joined: 2009-08-27 19:26

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

Post by pfhatoa »

dunem666 wrote:no sarcasm, just tried many a time to do a 4km, works fine on 2km, really nasty stitches on 4km.

nice terrain tho!
Thanks! (and sorry!) We'll see where this will end.

Edit: One more question: Before I rethink my whole city layout and fix all the walls for morphing reasons. I want to get some things clear. I know I'm repeating myself but Iron Eagle, is it possible to go the Iron Eagle way. As can be seen in this screenshot the terrain is almost as vertical as my "wall-terrain". I know that the config changes is still in it's testing stages but what do you recommend me to do? Continue as before which will be easier or change which might lead to better result but might also be impossible to do.
Last edited by pfhatoa on 2010-12-06 19:59, edited 1 time in total.
Reason: Added question
Mora
Posts: 2933
Joined: 2007-08-21 12:37

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

Post by Mora »

Terrain fix used on iron eagle would do the trick i think. Also the terrain looks much better in the distance when applied.
pfhatoa
Posts: 917
Joined: 2009-08-27 19:26

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

Post by pfhatoa »

Mora wrote:Terrain fix used on iron eagle would do the trick i think. Also the terrain looks much better in the distance when applied.
Sadly it wasn't enough. Anyway, any tip for a concrete static to use as ground? I've been looking around but haven't found anything good. If needed I guess I could make one myself...

-P
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

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

Post by sylent/shooter »

pfhatoa wrote:Sadly it wasn't enough. Anyway, any tip for a concrete static to use as ground? I've been looking around but haven't found anything good. If needed I guess I could make one myself...

-P
You could use the trench covers that are ingame already and just texture them to look like concrete I suppose. Are you just using them as a horizontal placement on the ground?

Killing the enemy sylently
pfhatoa
Posts: 917
Joined: 2009-08-27 19:26

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

Post by pfhatoa »

sylent/shooter wrote:You could use the trench covers that are ingame already and just texture them to look like concrete I suppose. Are you just using them as a horizontal placement on the ground?
does that work if my map is a woodland map as I already use a texture suffix? And yes, most likely only horizontal.
pfhatoa
Posts: 917
Joined: 2009-08-27 19:26

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

Post by pfhatoa »

This was my solution. Will try it some more and see were I end...
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

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

Post by dtacs »

That looks legit enough to me. One thing you need to ensure is that you can place firebase assets on it (if applicable to place there), and make sure that you don't slide around like ice when walking on top of it.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

pfhatoa wrote:This was my solution. Will try it some more and see were I end...
you will end up with too many objects ! to many polys = extreme lag
Image
pfhatoa
Posts: 917
Joined: 2009-08-27 19:26

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

Post by pfhatoa »

[R-CON]Amok@ndy wrote:you will end up with too many objects ! to many polys = extreme lag
Was afraid of that. Is that true even though there will be close to non overgrowth in the whole map (there are no trees at all in this area) and not that much undergrowth?

The town overall is quite scattered too, not as dense as Burning Sands or Muttrah. Or is the problem that there will be too many models in very small area, meaning local lag but no lag overall?

Edit: I guess I could do something like this as it will reduce the amount of models needed massively. It will also cover enough and the incline won't be that sharp as seen in this screenshot.
Last edited by pfhatoa on 2010-12-12 16:05, edited 2 times in total.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

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

Post by sylent/shooter »

Technically it would work if you just saved that texture with _woodland or whatever at the end. Theoretically

Killing the enemy sylently
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

pfhatoa wrote:Was afraid of that. Is that true even though there will be close to non overgrowth in the whole map (there are no trees at all in this area) and not that much undergrowth?

The town overall is quite scattered too, not as dense as Burning Sands or Muttrah. Or is the problem that there will be too many models in very small area, meaning local lag but no lag overall?

Edit: I guess I could do something like this as it will reduce the amount of models needed massively. It will also cover enough and the incline won't be that sharp as seen in this screenshot.
simply use a different static ! check Falludja around the assylum area there is a terrain cover static used you need sth like this its really simple just a few polys and covering a bigger area
Image
pfhatoa
Posts: 917
Joined: 2009-08-27 19:26

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

Post by pfhatoa »

[R-CON]Amok@ndy wrote:simply use a different static ! check Falludja around the assylum area there is a terrain cover static used you need sth like this its really simple just a few polys and covering a bigger area
Thanks for the help. It's real sweet of you, all of you, of helping me out :smile:
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

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

Post by ChiefRyza »

There is also the terrain.con fix used in Iron Eagle, if your going to have a lot of these sorts of areas with very steep slopes and sharp inclines, it is worth a try. Check the terrain.con of Iron Eagle, the line of code is right down the bottom. It also removes the need for the "TerrainCuller.UseStitchedLods" code as well.


Current project: Operation Tempest
pfhatoa
Posts: 917
Joined: 2009-08-27 19:26

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

Post by pfhatoa »

I use that fix but it was not enough for these areas around the bay. It was lovely for the mountain part though.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

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

Post by sylent/shooter »

[R-CON]Amok@ndy wrote:simply use a different static ! check Falludja around the assylum area there is a terrain cover static used you need sth like this its really simple just a few polys and covering a bigger area
Thats what I was referring to in my original suggestion. I just couldn't remember what it was called. That'll work very well and I believe can be easily textured since it's just a rectangular prism....

Killing the enemy sylently
Bob of Mage
Posts: 227
Joined: 2010-09-29 09:39

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

Post by Bob of Mage »

Very nice map even if it's a WIP. It's nice to see maps that might that are this far north.

It might be a good idea to have the Canadians on this map as they only have two so far and I don't think any are coming down the pipe. Otherwise the USMC might be a good idea as it's on the coast. Also don't forget that you could set the map after the BLUFOR has taken the town. Then you could set them as the defender which few maps do. And it would be a good place to showcase Russian paratroopers as they try to reclaim their land from the evil invading BLUFOR.

Regardless how you do things I will be look forward to this cool map.
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