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re: [Map] Bamyan (4km)[WIP]

Posted: 2014-02-04 05:58
by AfterDune
And I always make sure the "continue on error" (or whatever it's called) is enabled, otherwise it'll stop on a minor hickup. This works fine for me, just check the map afterwards and fix anything that you think can be lightmapped better.

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-03-01 01:28
by SIDEKILL3R
Ason wrote:Thanks for the advice Rudd! I think my original estimate at 30 k was a bit too high.
I'm down to 19 k after building the US main and also the many roads will remove a big chunk of OG aswell, so I guess it will be pretty easy to keep it at 20 000 :)

Almost done with Loy Manara airfield/US main. ( I will perhaps make a better airfield in the future, this is the best I could do atm, also green grass areas around vegetation will also be added later)

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Arma version:
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:lol: OMG i the future is bright for PR just so bright i cant wait to see this one day fingers crossed

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-06-01 13:56
by Ason
How do I change the color of the terrain after I've used t-paint? I'm trying to repaint some hillsides that has rock detail/color but I can only change the detail, it still looks like rocks when I zoom out :/ I got "both and "Texture" selected in the paint mode.

And does someone know which of the tree_deciduous that I shouldn't use? 3a or 3b I think, but I can't remember?

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-06-01 14:44
by CTRifle
the actual color or the texture? Cause you can select just color mod in the paint window

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-06-01 15:20
by Ason
CTRifle wrote:the actual color or the texture? Cause you can select just color mod in the paint window
This is what happens, you can see the darker/brown spot I have painted but it still looks like rock from a distance :/
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re: [Map] Bamyan (4km)[WIP]

Posted: 2014-06-01 15:45
by BroCop
Try right clicking to remove the previous textures and then slap new ones.

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-06-01 15:54
by Rabbit
Re-generate your lowdetailmaps.

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-06-01 16:58
by Amok@ndy
[R-DEV]Rabbit wrote:Re-generate your lowdetailmaps.
this one :)

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-10-02 13:00
by Ason
Thanks guys, I think it worked but there is still a little problem...When I used T-paint I made custom terrain colors, so when I try to paint new terrain it has slightly differnt color than what I generated in T-paint.. Is there somehow I can get those new custom colors into the editor?

Also can someone recommend some stones to use instead of the PR stones with the bad lods(?) ?

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-10-02 13:07
by Rabbit
pr_edit>objects>terrain>textures>color

Save as .dds 32bit A8R8G8B8 512x512

Then go into the editor, into your layer, select color texture, hit the blue + sign, then go and select your new color texture.

Paint away.

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-10-04 23:20
by Ason
pr_edit>objects>terrain>textures>color

Save as .dds 32bit A8R8G8B8 512x512

Then go into the editor, into your layer, select color texture, hit the blue + sign, then go and select your new color texture.

Paint away.
I tried like you said, both with and without MipMaps, but it gets much darker than the original:/ And also there was no terrain/textures/color folder so I created it.
I went to 'Mode' and changed to 32 bit and the image size to 512x512 then I saved with these settings:
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Another question, are there any afghan walls I can use atm? What is wrong with the Afghan/AfghanNorth walls/buildings? What happens if I use them? Is it possible to use them if I don't have too many of them?

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-12-28 23:08
by Ason
Are there any new types of rocks I can use instead of the ones with the bad lods? The ones I'm using now looks really ugly from a distance..

And also, if I use the current afghan walls (from lashkar and kokan) will that instantly "disqualify" the map from getting into the mod?

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-12-29 02:15
by Rhino
Ason wrote:Are there any new types of rocks I can use instead of the ones with the bad lods? The ones I'm using now looks really ugly from a distance..
Which rocks are you using? You shouldn't be using the "Overgrowth Rocks" if that's what you mean, they are buggy as hell..

There are really two main types of rocks you can use.

Firstly the vBF2 \objects\staticobjects\common\com_objects\rock* which are mostly fine to use, but some do not have any LODs (which is bad for maps with long VDs) and also their col meshes don't match up with the main rock very well so climbing on them is really tricky...

Then there is the PR \objects\staticobjects\pr\rocks\ which are generally more optimized, although some of these don't have any LODs too but the ones that don't are pretty low poly anyways, generally lower poly than their vBF2 equivalent but they have much better textures is their main advantage, that and cols that match their mesh so are much better for climbing on. They also look good at a distance:
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Ason wrote:And also, if I use the current afghan walls (from lashkar and kokan) will that instantly "disqualify" the map from getting into the mod?
No they are fine to use but would be better to use alternative versions. I would seriously stay away from the "Afghan v2, lego buildings" btw thou since they take up far too many draw calls and are pretty rubbish.

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-12-31 09:58
by Ason
Thanks rhino! Do you know if there are any tutorials of how to turn a static object into an "OG object", so I can place them with the OG tool?

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-12-31 10:31
by Rhino

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-12-31 12:29
by Ason
Are you sure that's for making static>OG ? I can just find how to make OG > Static, you think you could point me in the right direction in that tut?
Which rocks are you using? You shouldn't be using the "Overgrowth Rocks" if that's what you mean, they are buggy as hell..
Those are the ones I'm using atm (the ones that gets more or less transparent from a distance), but the problem is the ones you mentioned are static objects and it will take forever placing them by hand on a 4km map, so it would be great if I could somehow get them to work with the OG tool, I tried to copy them into the vegetation folder but that doesn't seem to work, or am I just doing something wrong?

EDIT: I now noticed the OG rocks actually work fine when I place them manually as statics, they only get screwed up when I place them with the OG tool...Is there some way to fix that?
Or did you place all those rocks in falklands manually like normal statics? :O

Posted: 2014-12-31 14:04
by Amok@ndy
Use an OG type that you don't use on that map. Then place on the map and convert it to statics and then select all of the same type and replace them with the objects you like

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-12-31 16:04
by Ason
[R-DEV]Amok@ndy wrote:Use an OG type that you don't use on that map. Then place on the map and convert it to statics and then select all of the same type and replace them with the objects you like
Won't the rocks just land on top of the terrain if I do it that way? I mean not half-buried, maybe even floating?

Is it not possible to make an object placable with the OG tool?

Posted: 2014-12-31 18:07
by Amok@ndy
While have them all selected you can press shift+page down to lower them all at the same level

re: [Map] Bamyan (4km)[WIP]

Posted: 2014-12-31 20:05
by Rabbit
The only problem I have had from this is when you switch the OG to rock even if you delete it you will have OG sticking through them, so it might take a move all a bit to the side and down.