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Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-06-21 11:03
by Zeno
Looks like Kokan v2 with more variation! awsome work!

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-06-21 12:56
by Mully
Maybe add some bushes near the shore of the rivers. That's nearly 300M of open spaces for scope equipped BlueFOR to engange OPFor inf who don't have scopes.

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-06-21 15:13
by Insanitypays
Apart from the gameplay advantage, you should do some work to the aesthetic around the rivers to simulate areas of deposition and erosion along its path.
It also seems to be a significant body of fresh water, so there should naturally be some more foliage and likely a degree of human impact as well (structures, boats, pollution).

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-07-11 21:37
by Onil
Looking quite promising, keep up the good work!

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-09-27 20:57
by Max_
Hey everyone,

I'm having a little problem after doing this,

This is the error it gives me when loading the map at "Collisions".
Image

I'm using corn_maize_clump_01 and poppies_white_clump_01 for my fields.
Those fields uses lod1, so I removed them.

My final fields doesn't have a lod1.


I did regenerate my lightmaps and overgrowth atlas. Got the same result.

This is my OvergrowthAtlas.tai:

Code: Select all

objects/staticobjects/pr/textures/rocks_c.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0, 0, 0.25, 1
/objects/vegitation/pr/textures/tallgrass.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.25, 0, 0.125, 1
objects/vegitation/pr/textures/tree_deciduous_2_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.375, 0, 0.25, 0.5
objects/vegitation/pr/textures/tree_deciduous_3_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.375, 0.5, 0.25, 0.5
objects/vegitation/pr/textures/tree_deciduous_4_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.625, 0, 0.25, 0.5
objects/vegitation/pr/textures/deciduous_bush_2_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.875, 0, 0.125, 0.25
objects/vegitation/pr/textures/hedgerow_20m_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.625, 0.5, 0.25, 0.125
objects/vegitation/pr/textures/hedgerow_10m_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.875, 0.25, 0.125, 0.125
objects/vegitation/pr/textures/tree_deciduous_lod_top.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.625, 0.625, 0.0625, 0.25
objects/vegitation/pr/textures/hedgerow_5m_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.875, 0.375, 0.0625, 0.125
I'm not sure if this is cause of the problem, but my fields aren't in OvergrowthAtlas.tai.

And I have no idea what to do now.

I attach my fields to this post in case someone want to look at them.
mq_corn_01: Image
mq_corn_02: Image
mq_poppies_01: Image
mq_poppies_02: Image

Thanks,

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-09-27 21:09
by Mineral
Should update the tutorial, but yeah you need a _lod mesh and corresponding con and tweak files. Simply copy the staticmesh of the field and add _lod in the name.

https://www.dropbox.com/s/dtzy0zwx7kwo0 ... 1.zip?dl=0

Then add con and tweak files similar to that one. In the end your setup should be similar.

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-09-27 21:37
by Max_
Thank you!

Image
instead of 30

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-09-27 22:40
by Mineral
Yeah it's a great method to improve performance :) Let us know if you run into any issues. It's still a bit of an experiment as we have reports of them dissapearing from certain angles etc.

Make sure your anchors and objects are all centered to 0,0,0!

Posted: 2015-09-28 16:28
by Max_
Yesterday I ran around for a good 45 minutes and didn't found any issues.

Everything is set to 0,0,0. :)

Sent from my XT1032 using Tapatalk

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-10-07 20:22
by LiamNL
Damn this looks good, would really want an event to playtest this bad boy.

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-10-13 06:34
by SIDEKILL3R
Hope once everything is in top shape with the map that the Devs decide on including this map the more new maps made by our players the better

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-10-13 07:56
by camo
sidekiller all the maps are made by "our" players.

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-10-13 09:07
by Kovanaama
[R-CON]camo wrote:sidekiller all the maps are made by "our" players.
Lel.

But yeah this is nice map. Lets have a test with full server and then list the problems, fix them and then release! yay! :)

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-10-13 21:43
by Max_
Hey,

I just finished working on the southern side of the river and got a new minimap with the progress.


Minimap: Without grid
Image

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-10-13 21:56
by Mineral
Solid progress! Defintly need to work on a more interesting colour map though. Very flat coloring. Mostly taling about the sandy mountains in the east and the fields. Hard to judge things from minimap alone though :p Got some screens? Editor ones?

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-10-13 22:45
by Max_
Took some in-game screenshots.
Imgur Album

While taking the screenshots, I realized that the mountain was probably too high, or just out of place.

UG looks terrible.

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-10-13 23:01
by Zeno
Ohh lawd, please do some randomization to that mountain, looks smoother than a babys bum..

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-10-14 17:25
by Max_
That mountain is gone.

I making a new one, Just want to show you in what direction I'm going with that new one.

Still heavy WIP
Image

EDIT: one hour later.
Image

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-10-16 00:58
by SIDEKILL3R
[R-CON]camo wrote:sidekiller all the maps are made by "our" players.
yeah i worded that the wrong way

Re: [Map] Musa Qala (2km) [WIP]

Posted: 2015-10-16 05:49
by Kovanaama
Looks a lot better. I noticed that little fenced area in somewhere in J3, can you make tunnels over there too? It would be cool if there would be possibly INS layout maybe? ;)