[Map] Bamyan Province (2km) [WIP]
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Re: [Map] Bamyan Province [WIP]
WIP Taliban Positions:
This is just one of the many taliban positions that overlook Bamyan town. The machine gun can suppress enemies in the sky and in the town making it even harder to maneuver.
note: Since last screenshots i have removed the overgrowth and most small vegetation as it made my editor lag a bit. Will put it back in at the end
This is just one of the many taliban positions that overlook Bamyan town. The machine gun can suppress enemies in the sky and in the town making it even harder to maneuver.
note: Since last screenshots i have removed the overgrowth and most small vegetation as it made my editor lag a bit. Will put it back in at the end
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Re: [Map] Bamyan Province [WIP]
Update: I have started on some new cave systems in the mountains, overgrowth is being re done (have some problems to overcome).
All buildings in the main town are done. Now i'm working on other small settlements.
Any way here are some WIP shots i took today of things i've been working on.
WIP Northside Hill Village:
Still very WIP. This will make for a very cool cache location in the insurgency game mode. Has plenty of vantage points for snipers and will just be a cool place for firefights.
WIP East Ridge Estate:
This is an estate type complex situated on a ridge overlooking Bamyan township. From this position Taliban can overlook both the road into Bamyan and Kiwibase :S (I'm going to solve this thought to stop spawn rape)
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HangMan
All buildings in the main town are done. Now i'm working on other small settlements.
Any way here are some WIP shots i took today of things i've been working on.
WIP Northside Hill Village:
Still very WIP. This will make for a very cool cache location in the insurgency game mode. Has plenty of vantage points for snipers and will just be a cool place for firefights.
WIP East Ridge Estate:
This is an estate type complex situated on a ridge overlooking Bamyan township. From this position Taliban can overlook both the road into Bamyan and Kiwibase :S (I'm going to solve this thought to stop spawn rape)
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HangMan
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Re: [Map] Bamyan Province [WIP]
The fields look very small and irregular, and there's a lot of space between them which isn't used by anything. Realistically I imagine they'd be larger, more even fields - kind of like operation archer. I love the layout and the general feel of the map though, looks like it could be a basis for a lot of heroic firefights ^_^
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Re: [Map] Bamyan Province [WIP]
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Re: [Map] Bamyan Province [WIP]
i suggest using detailed texture mode when taking screenshoots becuse texture mode looks fucked up...
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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Re: [Map] Bamyan Province [WIP]
is this going to be an introductory map to the NZ Defence force?
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Re: [Map] Bamyan Province [WIP]
why would it be? their is no NZ forces in PR i know that someone suggested them but no real work has been seen.Double Doppler wrote:is this going to be an introductory map to the NZ Defence force?
I'm sure he would Priby if the community had access to more than just square fields. We must wait till 0.9 for overgrowth fields so we can make them any shape or size I CANT WAIT!Priby wrote:Yep, you really have to rework your fields. It looks kinda odd if they all are perfectly square and have the same size.
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Re: [Map] Bamyan Province [WIP]
XxX_HangMan_XxX;1088446 wrote:
thous square corn fields will crash your map ingame, dont use them. I would only paint your fields as undergrowth for the time being so your ready to put the new fields in.
Also stretching the bars out to the sides to try and make your view bigger only stretches the pixels and that's why your images look soo low quality, look at one of my editor shots and you will notice the main image looks high quality.
http://img384.imageshack.us/img384/7784 ... 95553q.jpg
(pic from texture pallets tut before ppl start asking is that a new static)
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Re: [Map] Bamyan Province [WIP]
Priby wrote:Yep, you really have to rework your fields. It looks kinda odd if they all are perfectly square and have the same size.
There is undergrowth between them and some overgrowth. Didn't have them turned on for the pics. I am going to make them bigger but atm they are just kind of placeholders to remind me not to put other **** there lol.AquaticPenguin wrote:The fields look very small and irregular, and there's a lot of space between them which isn't used by anything. Realistically I imagine they'd be larger, more even fields - kind of like operation archer. I love the layout and the general feel of the map though, looks like it could be a basis for a lot of heroic firefights ^_^
This was supposed to be for NZDF faction but that got canned so until it does come along (fingers crossed) it is likely to be a BLUFOR placeholder (Undecided, hoping ADF)Double Doppler wrote:is this going to be an introductory map to the NZ Defence force?
[quote=""'[R-DEV"]Rhino;1089081']
[/quote]XxX_HangMan_XxX" wrote:
thous square corn fields will crash your map ingame, dont use them. I would only paint your fields as undergrowth for the time being so your ready to put the new fields in.
Also stretching the bars out to the sides to try and make your view bigger only stretches the pixels and that's why your images look soo low quality, look at one of my editor shots and you will notice the main image looks high quality.
http://img384.imageshack.us/img384/7784 ... 95553q.jpg
(pic from texture pallets tut before ppl start asking is that a new static)
Thanks Rhino Its nice to have some one with a lot of experience giving their opinion. I will have to wait for the fixed fields to be released then if these ones won't work how are they done for archer?
Thanks for feedback
HangMan
Last edited by HangMan_ on 2009-07-20 10:14, edited 2 times in total.
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Re: [Map] Bamyan Province [WIP]
Archer uses a slightly different corn field from the one you are using. If you look at Archer it is using a 50m or something one that has rough edges much like that rice field you have put down and not hard, strait square edges that you have on your corn fields at the moment. The square blocks of corn fields where tests done by matt.b back in the day when they where first being made and since they did not work out as they hoped they would due to lighting issues, lods etc where never made for them and as such, they crash the game on load. Somehow they made it into the main PR build and some how each release I and everyone else keeps on forgetting to delete them out of the repo but ye, they need to beXxX_HangMan_XxX wrote:Thanks Rhino Its nice to have some one with a lot of experience giving their opinion. I will have to wait for the fixed fields to be released then if these ones won't work how are they done for archer?
Thanks for feedback
HangMan
You can go ahead and use the one Op Archer uses BUT, what I would do is setup your map to use my new overgrowth fields that are coming in as these are far improved and will give you much more flexibility when placing down fields.
Link: https://www.realitymod.com/forum/f316-2 ... ields.html
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Re: [Map] Bamyan Province [WIP]
I had used some of the 50m ones but now i've canned them all and am doing undergrowth. When can we expect to see ur overgrowth fields'[R-DEV wrote:Rhino;1090110']Archer uses a slightly different corn field from the one you are using. If you look at Archer it is using a 50m or something one that has rough edges much like that rice field you have put down and not hard, strait square edges that you have on your corn fields at the moment. The square blocks of corn fields where tests done by matt.b back in the day when they where first being made and since they did not work out as they hoped they would due to lighting issues, lods etc where never made for them and as such, they crash the game on load. Somehow they made it into the main PR build and some how each release I and everyone else keeps on forgetting to delete them out of the repo but ye, they need to be
You can go ahead and use the one Op Archer uses BUT, what I would do is setup your map to use my new overgrowth fields that are coming in as these are far improved and will give you much more flexibility when placing down fields.
Link: https://www.realitymod.com/forum/f316-2 ... ields.html
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Re: [Map] Bamyan Province [WIP]
wild grass is already in PR, in fallujah as you can see in my journal. Main thing everyone is waiting for is for me to make a tutorial on how to use them since its not strait forward drag and drop onto the map, thou you can do it that way (with a few other tweaks ontop) it will just take you for ever unless your doing a tiny map or your map only has 1 tiny fieldXxX_HangMan_XxX wrote:I had used some of the 50m ones but now i've canned them all and am doing undergrowth. When can we expect to see ur overgrowth fields
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Re: [Map] Bamyan Province [WIP]
a tutorial would be great lol. It is difficult to use them atm. Can't wait[R-DEV]Rhino wrote:wild grass is already in PR, in fallujah as you can see in my journal. Main thing everyone is waiting for is for me to make a tutorial on how to use them since its not strait forward drag and drop onto the map, thou you can do it that way (with a few other tweaks ontop) it will just take you for ever unless your doing a tiny map or your map only has 1 tiny field
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Re: [Map] Bamyan Province (2km) [WIP]
Nice map,
Whats with the short runway tho?
Whats with the short runway tho?
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Re: [Map] Bamyan Province (2km) [WIP]
Before:Element-X_IV wrote:Nice map,
Whats with the short runway tho?
After:
Heres a little update for KiwiBase. Runway has been moved to south side of the base. A lot more tents added since the old picture. I have put some detail inside them all so they aren't boring. The Runway is surrounded by a perimeter of barbed wire which u can't really see in the picture.
Also the main town is being totally revamped, and a large old russian base is being put in in the south east corner of the map.
HangMan
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Re: [Map] Bamyan Province (2km) [WIP]
please change thous containers with some of PR's other containers, they look rubbish and have no lightmap samples.
Your FOB or w/e is looking better thou not that good yet, try using the L shaped hesco round the edge and also put in some staggered entrances in etc.
Your FOB or w/e is looking better thou not that good yet, try using the L shaped hesco round the edge and also put in some staggered entrances in etc.
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Re: [Map] Bamyan Province (2km) [WIP]
Updated original post to add thumbnails
HangMan
HangMan
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Re: [Map] Bamyan Province (2km) [WIP]
Looks really good man.
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Re: [Map] Bamyan Province (2km) [WIP]
Thanks a lot. I will be updating the front page over the next few days as i have made quite a few changes to the map. Currently i am working on the static merlin wreck to make it look good enough for use in my map. So far i've added a material so now u can tell when its being shot at.dan_thomas453 wrote:Looks really good man.
Will update later this week on progress
HangMan
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