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Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-22 19:44
by DenvH
Found something about Alfalfa Terraces in Afghanistan..
Alfalfa Terraces
Note that that web page also has more pictures of Afghanistan.
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-22 23:13
by Vision_16
A military base would never be built directly at the base of large hills or mountains due to vulnerability. May want to re-think the placement (or terrain around base) if you're trying to make it conform to Project
Reality. Just a suggestion. Map looks really good otherwise.
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-23 02:03
by Tomking
DenvH wrote:Found something about Alfalfa Terraces in Afghanistan..
Alfalfa Terraces
Note that that web page also has more pictures of Afghanistan.
Brilliant Find.
Thanks Sir.
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-23 02:20
by sylent/shooter
Vision_16 wrote:A military base would never be built directly at the base of large hills or mountains due to vulnerability. May want to re-think the placement (or terrain around base) if you're trying to make it conform to Project Reality. Just a suggestion. Map looks really good otherwise.
-Brings out photo of korengal Vally. I do believe that is up to PR standards and the base in below mountain ridges
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-23 02:49
by Tomking
The locations of both the opfor and blufor main bases will be under careful consideration once I progress futher. Thanks for the input though! =) I will be weighing the pros and cons of realism vs gameplay once it evolves more.
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-24 19:39
by Tomking
Updated OP
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-24 20:25
by Rhino
your colour detail is really low rez... There is a setting in the layers options to increase the colour textures tile. I hope your going to redo your colour textures as they dont look very good right now.
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-24 23:09
by Tomking
Is there an optimum number to increase the color tile to?
I have checked the basic terrain tut thread and it doesn't mention anything other than detail texture, color pattern and material.
See image for reference. Is my tile setting too large now at 500-900?
http://i1038.photobucket.com/albums/a46 ... ortile.jpg
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-25 00:15
by Hans Martin Slayer
Here's some useful information about the bf2 texture system:
David Wahlberg | Resume
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-25 01:31
by VapoMan
I like the overall shape and form of your terrain, it looks natural.
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-25 09:21
by Amok@ndy
dont forget to paint your detail textures
with generated lowdetails your colormap will have a completly different look from the distance
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-25 16:04
by Tomking
So I followed the Wahlberg steps and realize that I've got myself into a pickle.
Foremost my detail/color layers were not setup to be
Layer 1 - Rock (High)
Layer 2 - Grass/Soil (Low)
Layer 3 - Rock/Earth (Steep)
So Once I changed them into the correct order. I tailored their tile numbers to be higher rez. Made sure the rock textures were side tiling and higher rez. Then Generated new low detail maps.
But now I can no longer use my paint brush like I was before. When I toggle paint both and choose a detail/color combo it no longer replaces the low detail texture.
I have to save, close the program and reload the file in order to see any change made.
Is this normal?
Is there a way to reset all layers to 'blank' and clear all painted areas off the map without creating a new file?
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-25 16:09
by Amok@ndy
usually its
Layer 1 - Rock (steep)
Layer 2 - Grass (high)
Layer 3 - Sand/Gravel (low)
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-25 16:29
by Tomking
[Facepalm]
Pause.
[/Facepalm]
I think a light bulb just went off.
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-25 18:25
by AFsoccer
Tomking wrote:
I have to save, close the program and reload the file in order to see any change made.
Is this normal?
Make sure you click on "Set Low Detail Texture" at least once after picking your lowdetail texture. Then every time you paint over a texture with a different texture, you have to click on "Generate Low Detailmap". The editor will then update the changes without having to save and restart.
PS: Both of these buttons are in the right toolbar when you're using the texture tool (i.e. painting).
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-11-25 18:47
by Tomking
UPDATED OP
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-12-10 08:24
by Deer
Looking good, just fill it with trees, fields and interesting compounds and should be fun map =) You could make spots with lots of trees and big areas with less trees for example and some areas with no trees maybe ?
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-12-10 18:13
by Tomking
I'm nearly 50% complete painting the terrain. And 75% shaping the terrain.(Not currently shown in the OP)
Both the terrain shaping and painting will be subject to change I'm sure, considering I don't have any compound statics at my disposal. Once I start refining my undergrowth and overgrowth skills I will share an 'uninhabited' series of images for the map and go from there.
I will be updating the OP with the aforementioned material hopefully nearing the end of next week.
Re: [Map] Mustaj (2km) [WIP]
Posted: 2010-12-10 20:05
by H.sta
This is looking really good
I really like the style of your map, good luck
