Re: [Map] The Battle for Qinling V2
Posted: 2014-02-02 18:59
once you've set up your init.con set it to read only to avoid teh editor overwriting it - you will be prompted when you save if you want to make it readable again. I'm DLing now, although I suspect Zero has found the issue.
edit
yes, Zero was correct
Right, had a look at it. I'm not entirely sure what your plan is so apologies if i mention something you are going to address/have addressed already.
The OG setup would benefit from a good deal more work. are you using the original overgrowth.raw? The trees_dence material for example looks like it's in the original configuration which was quite ineffcient and could be much improved, it also looks quite uniform.
The Bigfir material hasn't got any forest furniture - bushes/logs etc which help alot. These objects push up OG numbers considerably, but a very small number will make your forest far more realistic.
Recommendations
Trees_Dence
Decrease overall bush density
Decrease bush variety to save performance
I would dump the Oak trees
Mix in cluster fir trees
add a bush with a high distance to others setting, then play with density - this will force the other OG to cluster together more to create a natural looking and more efficient layout
OG within 100m or so of the map edge can be unique with a lower density etc to save OG numbers
bigfir
Needs some logs/bushes, not many, but some otherwise it feels quite fake.
Overgrowth.raw
is this the original? There is a tree in the Chinese airbase and a couple of cliffs look like they also have trees
Airbases
when you reteture the map, I would remove teh airbase statics and design an airbase similar to khamisiyah or another map, those statics caused a few problems and it would be better if they were removed.
lighting
I'd perhaps change the OG lighting to a bit more brown in it
I presume there's still alot of work planned since I don't see work on the POIs atm. I'd be particularly interested in getting solid buildings at the coal mine.
edit
yes, Zero was correct
Right, had a look at it. I'm not entirely sure what your plan is so apologies if i mention something you are going to address/have addressed already.
The OG setup would benefit from a good deal more work. are you using the original overgrowth.raw? The trees_dence material for example looks like it's in the original configuration which was quite ineffcient and could be much improved, it also looks quite uniform.
The Bigfir material hasn't got any forest furniture - bushes/logs etc which help alot. These objects push up OG numbers considerably, but a very small number will make your forest far more realistic.
Recommendations
Trees_Dence
Decrease overall bush density
Decrease bush variety to save performance
I would dump the Oak trees
Mix in cluster fir trees
add a bush with a high distance to others setting, then play with density - this will force the other OG to cluster together more to create a natural looking and more efficient layout
OG within 100m or so of the map edge can be unique with a lower density etc to save OG numbers
bigfir
Needs some logs/bushes, not many, but some otherwise it feels quite fake.
Overgrowth.raw
is this the original? There is a tree in the Chinese airbase and a couple of cliffs look like they also have trees
Airbases
when you reteture the map, I would remove teh airbase statics and design an airbase similar to khamisiyah or another map, those statics caused a few problems and it would be better if they were removed.
lighting
I'd perhaps change the OG lighting to a bit more brown in it
I presume there's still alot of work planned since I don't see work on the POIs atm. I'd be particularly interested in getting solid buildings at the coal mine.
