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[Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-02 18:29
by 9cookie_monster
Name: Sosnovy Bor
Location: Sosnovy Bor
Size: (4km)
Factions : (BLUFOR vs Russia)
Game Play Type : Amphibious Assault and Infantry (May be a few heavies)
___________________________________
Map Progress [2%]
I Worked on a map by the same title in 2009, but due to some RL issues was not able to finish it. I learned a lot from working on it and want to work on it again, but from scratch this time. The original was inverted from Tpaint which never got fixed and always bugged me. It was also 2km and I wanted it to be a little larger. There was a thread for this map, but I could not find it.
Real Life Minimap:
The Map will be to scale and represent the real location as close as possible. The region is all industrial with a nuclear power plant (many fences and walls). The map should have a wooded industrial feel to it. I will try to keep this thread updated as much as possible with the newest screenshots and images.
RL Image of Southern Intake station area:
Editor Screen of same location [WIP]:
updated 9 Feb
Added Feb 9
Added Feb 9
Added Feb 17
Water and sky has not been edited yet.
Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-02 19:11
by Mineral
seems like a fun concept! Keep it up. As a blufor faction I suggest the germans, they need some more maps!
Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-03 05:11
by PGT_Hubbard
Germans would be cool, but how much sense would it make as far as assets go?
Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-03 05:20
by Onil
Welcome back 9cookie_monster, good luck with the map

Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-03 12:45
by Rudd
You've chosen an interesting area, if I were you I'd apply your reference to the map's Groundhemi.dds, you can then switch between your colourmaps and groundhemi via the views in the render dropdown menu.
Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-03 21:40
by 9cookie_monster
Thanks guys, I will do that Rudd.. I already have it painted on the colourmap and been using that as a reference. I will give the Germans as BLUFOR some thought. I have not really thought about assets or factions to much at this point been mostly focusing on matching the map up to the real life location.
What settings do I have to tweak to get the overgrowth to stay rendered at longer distance in the editor?
Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-03 21:44
by Rudd
What settings do I have to tweak to get the overgrowth to stay rendered at longer distance in the editor?
it should just 'do it' the second time you load the map as it'll be using your map's overgrowth atlas to render the LOD versions of the trees. Unless if you look on the left when the overgrowth tool is selected you click on General above the OG materials and you can play with the OG View distance etc.
Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-07 00:21
by 9cookie_monster
Thanks Rudd, It ended up I just needed to restart the editor.
Minor update. More to come this weekend.
Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-09 23:23
by 9cookie_monster
New Screens.. and updated front page

Southern Intake station

View from the sea (Southern Intake in the far background)

Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-10 01:15
by simeon5541
GP_MineralWouter wrote:As a blufor faction I suggest the germans, they need some more maps!
Or Frenchies ? Or even better,Poles !
Anyway,this looks interesting for now 9cookie_monster,
this 1 percent that is finished looks promising.
Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-10 02:28
by Blondey
Nice man! It's looking good so far

Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-10 12:51
by 9cookie_monster
Thanks guys,
Have a question though. What do I need to do to get the Game Types and Players to show up in the Layer Properties. Here is a screenshot of how it looks now. Thanks in advance.

Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-10 13:17
by BroCop
Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-10 13:35
by 9cookie_monster
Thanks CroCop that did the trick!

Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-10 17:55
by 9cookie_monster
Got another question if anyone has suggestions. I put together two CP's one for each faction to spawn on so I could just test out how some stuff I was doing looked in game. All went well, game loads fine, I spawned ok, then in about 5 seconds I take a huge amount of damage then get wounded, then die about 5 seconds after that. This happens at both of my spawn points at both CP's and both factions. I thought it had to do with Combat area but, I set that all up and it still is happening. Any suggestions?
Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-10 18:18
by Rudd
9cookie_monster wrote:Got another question if anyone has suggestions. I put together two CP's one for each faction to spawn on so I could just test out how some stuff I was doing looked in game. All went well, game loads fine, I spawned ok, then in about 5 seconds I take a huge amount of damage then get wounded, then die about 5 seconds after that. This happens at both of my spawn points at both CP's and both factions. I thought it had to do with Combat area but, I set that all up and it still is happening. Any suggestions?
perhaps you haven't set the combat area up correctly, perhaps you've selected inverted or have set it to one of the teams
Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-10 18:20
by Rabbit
9cookie_monster wrote:Got another question if anyone has suggestions. I put together two CP's one for each faction to spawn on so I could just test out how some stuff I was doing looked in game. All went well, game loads fine, I spawned ok, then in about 5 seconds I take a huge amount of damage then get wounded, then die about 5 seconds after that. This happens at both of my spawn points at both CP's and both factions. I thought it had to do with Combat area but, I set that all up and it still is happening. Any suggestions?
Can you post you GPO?
Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-10 20:54
by 9cookie_monster
gx wrote:Can you post you GPO?
Thanks, for pointing me in the right direction.
I figured it out. The changes I made did not save right. Works great now.. but its quite alarming how much terrain morphing is going on. Also tiles of terrain just not rendering at all at distance.
Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-10 21:00
by Rabbit
9cookie_monster wrote:Thanks, for pointing me in the right direction.
I figured it out. The changes I made did not save right. Works great now.. but its quite alarming how much terrain morphing is going on. Also tiles of terrain just not rendering at all at distance.
Code: Select all
else
terrain.create Terrain
terrain.load Levels/Iron_Eagle/terraindata.raw
[color=Navy]terrainCuller.setUseStitchedLods 0
terrainCuller.baseCellSize 512[/color]
endIf
Add what is in blue to your terrain.con, or build a tmp, because if you added those lines to your terrain.con, you will need to set it to read-only which means you will not be able to modify the terrain... well if you do you will have to set it to writable and it will lose the code.
Post some screenshots of it not rendering.
Re: [Map] Sosnovy Bor v2 (4km) [WIP]
Posted: 2013-02-12 08:35
by The_MDexs
I love real world maps
MDexs