[Map] Mustaj (4km) [WIP]

Maps created by PR community members.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Mustaj (2km) [WIP]

Post by lucky.BOY »

Wow, this looks really good! Keep it up, mate!
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

Updated OP
usmcguy
Posts: 642
Joined: 2009-12-14 20:26

Re: [Map] Mustaj (2km) [WIP]

Post by usmcguy »

Looks like your getting the hang of it! ..Have you decided on BLUFOR yet?
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: [Map] Mustaj (2km) [WIP]

Post by Mora »

Apply same texture / warping fix on this map as on iron eagle please. Hills will look so much better with that.
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

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
Last edited by Tomking on 2010-12-16 13:47, edited 1 time in total.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Mustaj (2km) [WIP]

Post by Amok@ndy »

no thats the normal 4km fix

Code: Select all

terrainCuller.setUseStitchedLods 0
what he is reffering to is this:

Code: Select all

terrainCuller.baseCellSize 256
Image
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Mustaj (2km) [WIP]

Post by Shovel »

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
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

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
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: [Map] Mustaj (2km) [WIP]

Post by Mora »

Here is a screenshot of the difference using the fix. But this one is using 512 instead of 256.
Image
And here is the thread i fount it in.
Terrain Lods, A Possible Fix? - Official BF Editor Forums - Page 2
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

Updated OP
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Map] Mustaj (2km) [WIP]

Post by J.F.Leusch69 »

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.
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

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.
usmcguy
Posts: 642
Joined: 2009-12-14 20:26

Re: [Map] Mustaj (2km) [WIP]

Post by usmcguy »

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.
why? The US Army has Insurgency maps like Korengal, kokan, Ramiel and karbala..USMC has..Fallujah?
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

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.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Mustaj (2km) [WIP]

Post by Amok@ndy »

usmcguy wrote:why? The US Army has Insurgency maps like Korengal, kokan, Ramiel and karbala..USMC has..Fallujah?
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 !
Image
usmcguy
Posts: 642
Joined: 2009-12-14 20:26

Re: [Map] Mustaj (2km) [WIP]

Post by usmcguy »

[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 !
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 8-)
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [Map] Mustaj (2km) [WIP]

Post by BroCop »

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?
Image
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

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.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Mustaj (2km) [WIP]

Post by Amok@ndy »

its Amok@ndy and not andyamok :razz:
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 ;)
Image
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

Detailbig
Image

Colorbig
Image
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