[Map] Mustaj (4km) [WIP]
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
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usmcguy
- Posts: 642
- Joined: 2009-12-14 20:26
Re: [Map] Mustaj (2km) [WIP]
Looks like your getting the hang of it! ..Have you decided on BLUFOR yet?
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Mora
- Posts: 2933
- Joined: 2007-08-21 12:37
Re: [Map] Mustaj (2km) [WIP]
Apply same texture / warping fix on this map as on iron eagle please. Hills will look so much better with that.
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Tomking
- Posts: 110
- Joined: 2010-02-13 03:55
Re: [Map] Mustaj (2km) [WIP]
I've heard something about that but I'm unfamiliar with it. Can anyone link me? I'll start searching the forums for it.
Do you mean this?
[Go to the terrain.con in your level folder.]
add in
Quote:
terrainCuller.setUseStitchedLods 0
your terrain.con should then look like this
Quote:
if v_arg1 == BF2Editor
terrain.create TerrainEditable
terrain.patchSize 128
terrain.subdividePatches 1
terrain.primaryWorldScale 4/0.00254578/4
terrain.secondaryWorldScale 16/0.651719/16
terrain.patchColormapSize 512
terrain.lowDetailmapSize 512
terrain.detailmapBaseName "Levels/Iron_Thunder/Detailmaps/tx"
terrain.lowDetailmapBaseName "Levels/Iron_Thunder/LowDetailmaps/tx"
terrain.colormapBaseName "Levels/Iron_Thunder/Colormaps/tx"
terrain.lightmapBaseName "Levels/Iron_Thunder/Lightmaps/tx"
terrain.farSideTiling 2/2
terrain.farTopTilingHi 16
terrain.farTopTilingLow 32
terrain.farYOffset 0
terrain.terrainWaterColor 0/0/0
terrain.init
else
terrain.create Terrain
terrain.load Levels/Iron_Thunder/terraindata.raw
terrainCuller.setUseStitchedLods 0
endIf
Do you mean this?
[Go to the terrain.con in your level folder.]
add in
Quote:
terrainCuller.setUseStitchedLods 0
your terrain.con should then look like this
Quote:
if v_arg1 == BF2Editor
terrain.create TerrainEditable
terrain.patchSize 128
terrain.subdividePatches 1
terrain.primaryWorldScale 4/0.00254578/4
terrain.secondaryWorldScale 16/0.651719/16
terrain.patchColormapSize 512
terrain.lowDetailmapSize 512
terrain.detailmapBaseName "Levels/Iron_Thunder/Detailmaps/tx"
terrain.lowDetailmapBaseName "Levels/Iron_Thunder/LowDetailmaps/tx"
terrain.colormapBaseName "Levels/Iron_Thunder/Colormaps/tx"
terrain.lightmapBaseName "Levels/Iron_Thunder/Lightmaps/tx"
terrain.farSideTiling 2/2
terrain.farTopTilingHi 16
terrain.farTopTilingLow 32
terrain.farYOffset 0
terrain.terrainWaterColor 0/0/0
terrain.init
else
terrain.create Terrain
terrain.load Levels/Iron_Thunder/terraindata.raw
terrainCuller.setUseStitchedLods 0
endIf
Last edited by Tomking on 2010-12-16 13:47, edited 1 time in total.
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Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Mustaj (2km) [WIP]
no thats the normal 4km fix
what he is reffering to is this:
Code: Select all
terrainCuller.setUseStitchedLods 0Code: Select all
terrainCuller.baseCellSize 256
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Shovel
- Posts: 860
- Joined: 2010-08-26 14:23
Re: [Map] Mustaj (2km) [WIP]
This map looks great! And it should be a change from the other afghan maps because it has water and has a lot of green. Anyway, I suggest keeping US army.
Shovel009
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Tomking
- Posts: 110
- Joined: 2010-02-13 03:55
Re: [Map] Mustaj (2km) [WIP]
I added in the tmp.con fix that Andy gave me. Hopefully it should help come the time that I start exporting playable versions of the map to explore and troubleshoot.
@ thebobjeff and 162
When I was concepting ideas for an insurgency map I had similar thoughts to what you mentioned. I'm drawing inspiration from what I love about other Awesome Insurgency Maps, while trying to avoid their pitfalls.
I want my map to have the thrilling emersion of Korengal Valley, compounds as indepth as Kokans, and feel as large as Lashkar and Archer.
The valley is pretty verdant. Lots over crops, trees and overgrowth. And yes, there will be a few hilltop bases that can be occupied.
For U.S. Troops, Peril On The Afghan-Pakistan Border : NPR
@ thebobjeff and 162
When I was concepting ideas for an insurgency map I had similar thoughts to what you mentioned. I'm drawing inspiration from what I love about other Awesome Insurgency Maps, while trying to avoid their pitfalls.
I want my map to have the thrilling emersion of Korengal Valley, compounds as indepth as Kokans, and feel as large as Lashkar and Archer.
The valley is pretty verdant. Lots over crops, trees and overgrowth. And yes, there will be a few hilltop bases that can be occupied.
For U.S. Troops, Peril On The Afghan-Pakistan Border : NPR
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Mora
- Posts: 2933
- Joined: 2007-08-21 12:37
Re: [Map] Mustaj (2km) [WIP]
Here is a screenshot of the difference using the fix. But this one is using 512 instead of 256.

And here is the thread i fount it in.
Terrain Lods, A Possible Fix? - Official BF Editor Forums - Page 2

And here is the thread i fount it in.
Terrain Lods, A Possible Fix? - Official BF Editor Forums - Page 2
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J.F.Leusch69
- Retired PR Developer
- Posts: 2988
- Joined: 2008-04-23 16:37
Re: [Map] Mustaj (2km) [WIP]
looks good!
i know you arent finished yet, but i see that the bleediung of the brown and sand is ways better in the southner parts of the map than in the northern.
i know you arent finished yet, but i see that the bleediung of the brown and sand is ways better in the southner parts of the map than in the northern.
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Tomking
- Posts: 110
- Joined: 2010-02-13 03:55
Re: [Map] Mustaj (2km) [WIP]
Thanks for the feedback. I completely agree with the blending comment.
I still have to go back and blend the rocky gravel sand into all of the appropriate hilly areas and make a few more tweaks.
Come the time that I hopefully will have assets to place I know that I will need to shape and repaint areas depending on the demands of the compounds, structures and areas I decide to develop.
I still have to go back and blend the rocky gravel sand into all of the appropriate hilly areas and make a few more tweaks.
Come the time that I hopefully will have assets to place I know that I will need to shape and repaint areas depending on the demands of the compounds, structures and areas I decide to develop.
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usmcguy
- Posts: 642
- Joined: 2009-12-14 20:26
Re: [Map] Mustaj (2km) [WIP]
why? The US Army has Insurgency maps like Korengal, kokan, Ramiel and karbala..USMC has..Fallujah?TheBobJeff wrote:This map looks great! And it should be a change from the other afghan maps because it has water and has a lot of green. Anyway, I suggest keeping US army.
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Tomking
- Posts: 110
- Joined: 2010-02-13 03:55
Re: [Map] Mustaj (2km) [WIP]
I agree that US Army has had most of the fun. But from a realistic POV it is the more believable faction.
USMC is probably a no-go.
Germany, Canada, British are all possibilities I assume. Then again, I wouldn't argue if a community faction leader wanted to contact me about using a faction that has yet to be implemented. But I don't follow their progress, so I know very little about that.
USMC is probably a no-go.
Germany, Canada, British are all possibilities I assume. Then again, I wouldn't argue if a community faction leader wanted to contact me about using a faction that has yet to be implemented. But I don't follow their progress, so I know very little about that.
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Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Mustaj (2km) [WIP]
you are a fr34k ! you request every map to be USMC just because you like USMC ! get into mapping and create your own maps then you can decide the faction !usmcguy wrote:why? The US Army has Insurgency maps like Korengal, kokan, Ramiel and karbala..USMC has..Fallujah?

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usmcguy
- Posts: 642
- Joined: 2009-12-14 20:26
Re: [Map] Mustaj (2km) [WIP]
Not at all, I love playing as other factions and I defedentally don't ask every mapper to make the BLUFOR USMC..but look around this section of the forums..almost all community maps are US Army.. Its up to you Tom[R-CON]Amok@ndy wrote:you are a fr34k ! you request every map to be USMC just because you like USMC ! get into mapping and create your own maps then you can decide the faction !
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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [Map] Mustaj (2km) [WIP]
Sorry bud but its only 3 US Army maps (out of which 2 are barely started at and the 3rd one is this) on the first page of this subsection while there are 2 USMC maps (Op. Hailstorm and Op. Tempest...which are by aeons closer to being complete)
Also isnt there actually a USMC map being done behind the curtain anyways?
Also isnt there actually a USMC map being done behind the curtain anyways?

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Tomking
- Posts: 110
- Joined: 2010-02-13 03:55
Re: [Map] Mustaj (2km) [WIP]
I was talking to andyamok and he suggested that i should see what my heightmap would look like if painted using bf2_tpaint. I have followed the directions on 2 seperate tutorials, one from rhinos post and one from the video post from Vapoman.. and neither proved to help.
I am copying and trying to tpaint the map that i have already painted and have already tsplit a colormap upon before i started hand painting. will this effect the end result?
so far i have just ended up with tpainted files that i cannot open in editor because they crash upon load.
I am copying and trying to tpaint the map that i have already painted and have already tsplit a colormap upon before i started hand painting. will this effect the end result?
so far i have just ended up with tpainted files that i cannot open in editor because they crash upon load.
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Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Mustaj (2km) [WIP]
its Amok@ndy and not andyamok 
im sure you did and mistake with tpaint
if you disable the checker [x] Delete Temporary Files
then you will get a detailbig.tga
pass it over to me or post it here and i can tell you if its fine
im sure you did and mistake with tpaint
if you disable the checker [x] Delete Temporary Files
then you will get a detailbig.tga
pass it over to me or post it here and i can tell you if its fine




