[Map] Korengal Valley [released]
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Thank you all for the kind words.
I'm a 3d effects artist by day and a very active weekend warrior by night (Airsoft/Milsim). One thing that has always bothered me is the very smooth hills and mountains you see in most maps. Which just playing airsoft I have never ran into this. So anytime someone stands on the top of one they stand out like a nipple. But in real life hills and mountain are hard and rocky (at least where I live and where my map is located).
Its going to be really hard for the UK to spot a sniper or find where the RPG are coming from (simulate mortars) when you look into the hills.
My hope is this map will be what PR is looking for. I know they are going to go for the larger maps but I think this one has a great play value about it. With out full team work the British wont make it. But a nice treat awaits them if they push the insurgents out of the valley. That treat will be in a form of an Apache.
RedFox
I'm a 3d effects artist by day and a very active weekend warrior by night (Airsoft/Milsim). One thing that has always bothered me is the very smooth hills and mountains you see in most maps. Which just playing airsoft I have never ran into this. So anytime someone stands on the top of one they stand out like a nipple. But in real life hills and mountain are hard and rocky (at least where I live and where my map is located).
Its going to be really hard for the UK to spot a sniper or find where the RPG are coming from (simulate mortars) when you look into the hills.
My hope is this map will be what PR is looking for. I know they are going to go for the larger maps but I think this one has a great play value about it. With out full team work the British wont make it. But a nice treat awaits them if they push the insurgents out of the valley. That treat will be in a form of an Apache.
RedFox
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really nice. I will try to get iGi hosting it once.
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I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
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Unzip it to
..\Battlefield 2\mods\pr\levels
Which should give you a folder
...\Battlefield 2\mods\pr\levels\khara <---khara
If you folders end up looking like tihs
..\Battlefield 2\mods\pr\levels\PR_khara_V088\khara
Just move the khara folder out to the levels folder to match this
...\Battlefield 2\mods\pr\levels\khara <---khara
Then boot up PR
@Zimmer : SWEET! I have yet to do any large player testing. If you do get it running I would like to hear if anything goes wrong.
..\Battlefield 2\mods\pr\levels
Which should give you a folder
...\Battlefield 2\mods\pr\levels\khara <---khara
If you folders end up looking like tihs
..\Battlefield 2\mods\pr\levels\PR_khara_V088\khara
Just move the khara folder out to the levels folder to match this
...\Battlefield 2\mods\pr\levels\khara <---khara
Then boot up PR
@Zimmer : SWEET! I have yet to do any large player testing. If you do get it running I would like to hear if anything goes wrong.
Last edited by CodeRedFox on 2008-04-11 17:13, edited 4 times in total.
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people lying on hills are easy to see in PR (in all bf2 mods) because the player camer (1st person) is not located in the head but in the chest...coderedfox wrote:Thank you all for the kind words.
I'm a 3d effects artist by day and a very active weekend warrior by night (Airsoft/Milsim). One thing that has always bothered me is the very smooth hills and mountains you see in most maps. Which just playing airsoft I have never ran into this. So anytime someone stands on the top of one they stand out like a nipple. But in real life hills and mountain are hard and rocky (at least where I live and where my map is located).
Its going to be really hard for the UK to spot a sniper or find where the RPG are coming from (simulate mortars) when you look into the hills.
My hope is this map will be what PR is looking for. I know they are going to go for the larger maps but I think this one has a great play value about it. With out full team work the British wont make it. But a nice treat awaits them if they push the insurgents out of the valley. That treat will be in a form of an Apache.
RedFox
so when you ly down and look over an edge you think only your head shows up but actually others will see your whole chest...perhaps your map improves this but it wont remove it
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HUH? really. Ha I dont know why. I'll add it to the bug list.The altimeter is always over 10000, though, is this supposed to happen? Surely the riverbed being 0m would be more appropriate?
The issue with the pr static crops is they would flash on and off for me. Only stopped when I removed allot of object out of the level.Still hate the undergrowth fields, could anyone pressure the DEVs into making more static fields for this map?
The mini-map still in beta shape. Clypp made a great tutorial and I just crapped mine together.One issue with the current minimap, there is an area in the mountains where the terrain seems to vary a lot in a small area, if this area was raised or lowered a few centimeters then it would fix the problem for when Clypp redoes the map.
Yea my next version will have more UK base objects. Need to do some studys of UK bases.At the enterance to the brit main there is no pillbox type thing facing down the enterance corridor, so noone could easily defend it if they were asked to as the only building overlooking it does not give you a good shot.
If I can get some goo looking one in I will. BUt i want to keep the UK out of the base and on the fieldsThe static building there should also be replaced with an enterable one, with lots of rooms, as it seems a more appropriate structure to use for a main base and could be used for additional spawning places or weapons....Other than these it looks really really good. So long as there is lots of places to hide it will work great, so perhaps a few LARGE basements too. Really really big ones.
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Yea, set the water level to around 0. The -100000 is really annoying.
One of the buildings appeared black to me - not the entire building, but most of it. Probably a problem with the shadow, or my graphics card - but its only this one building. (One of the non-village houses down there, where the two cars and the bike are)
One of the buildings appeared black to me - not the entire building, but most of it. Probably a problem with the shadow, or my graphics card - but its only this one building. (One of the non-village houses down there, where the two cars and the bike are)
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Cool beans I'll add it all to the bug list. Its might be my half assed lightmap job, I have a major crash (couldn't light map everything at once) which might have messed things up.Spec_Operator wrote:The -100000 is really annoying.
One of the buildings appeared black to me
I'm all for that, just not at the UK base.Jonny wrote:I really dont think one enterable building will keep the GB team occupied for the whole round
KHARA V0.9 - Change List / Todo's
Map:
+ Re-render light map and optimized
+ Surrounding map will get a small update (visual)
+ More houses will been placed in the hills
+ More mountain trails will be added
+ Add a 32 player version (with valley areas being taken instead of towns and houses)
+ Fix the mini map again (back to a better map look like this helmandprovince )
+ UK base will be updated and look more "real". Two ideas:
--> Modern UK base (i.e Camp Bastion)
--> Old 1880's British base worked into a modern day base (Helmand province)
Last edited by CodeRedFox on 2008-04-11 19:55, edited 2 times in total.
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Looking very good coderedfox
You should consider uploading the videos to Vimeo.
Here's a few PR videos I uploaded in HD format (although not recorded with HD quality):
Project Reality Mod on Vimeo
In my opinion Vimeo is the replacement for Stage6 for high quality videos.
You should consider uploading the videos to Vimeo.
Here's a few PR videos I uploaded in HD format (although not recorded with HD quality):
Project Reality Mod on Vimeo
In my opinion Vimeo is the replacement for Stage6 for high quality videos.
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WoW
Wow what a Incredible map ! Can't wait to play in on a full server! Keep up the FANTASTIC work Coderedfox!!!
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I play on TeamPlayersGaming where it's all about the teamwork.
I play on TeamPlayersGaming where it's all about the teamwork.
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Alright had some time today to try this map out, it looks like it has some penitential but theres a bunch of issues that need sorting out first and will require quite abit of rework of a bunch of things.
so ye will just post screens (of bugs / issues) i took while playing and give you feedback on each one. Also take note, even thou I'm only highlighting the bad points this is how I work, as taxi or ranky etc will tell you to keep the list as short as possible and to make sure you get whats needed changed, wont list anything thats good etc so bare in mind, this is constructive criticism only for you to work with
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Default low detail map, not that there is any problem with using it but you may want to consider flicking though the low detail maps that are available and seeing if there is any you might like more.
A bit of an odd place to have a spawn point here, facing the cliff too would move it around a little and have it facing the direction the player will want to head in after spawning.
can see your surrounding terrain here, and you can assign your surrounding terrain with a low detail texture to make it blend in better too thou wouldn't look perfect, but doing that and the average player wouldn't be able to notice the difference.
Interesting sky, never could really get a good look at the bottom of it but I think it may need to have some editing applied to it to let the fog blend in better with it, at the moment the fog dont blend in with the sky and it dont help, can give you shots on this later on as examples.
This radio tower has UV problems, you can see the odd colours, bland feet etc, there are others just like it that you have used up in the NE mountains for the other brit base without any texture issues.
this portar cabin things needs higher rez LMs, and also you could use the PR portar cabin which I've used on Qinling quite abit, which has a interior etc, good place to spawn ppl into etc
surrounding terrain has some LM issues aswell, I aint 100% sure how you fix these as this area seems to be a little dogey, thou the best way which normally works is you edit the surrounding terrain a little by hand (in the terrain editor), then lightmap the secondary terrain (on final settings) then save the map up from there and it should work but some times its just gey and dont
Also the green patches etc dont really blend in too well, and the area overall needs alot of attention which I take your just leaving to later?
strange crator in your base, thers a few in fact that dont seem to fit or have any purpose... terrain veration is good dont want it all flat (unless its a propper foundation that is meant to be) but ehh, this much in such a small spot is not good.
well first off, the office building dont seem to fit, would probably fit alot better if you had some kinda foundation to it. at the moment its built on some dirt, which tbh you should probably look into changing the dirt texture cos it really dont fit this kinda dirt you have here...
you want something more gritty, this has ripples in it etc...
Next is that the vehicle shelters dont make any seance really, being shoved in front of the office building front door, and anouther next to it with porta cabins under it is pretty odd... I would delete the one to the left, rotate the one on the right 90degs and move it down towards where I'm standing but keep it up aginst the wall, then also have the cars parked in it a little better as at the moment they would be really hard to park as they are in r/l, so no one would bother like that they would drive strait in and park which is the much more logical way all round. Also get rid of the Saxon, the british dont use it any more and replace it with a support truck
now this bank next to the hesco could do with some razor wire ontop of it, not that any insurgants are going to be able to climb over it, its too steep for ingame but still, do that to make it look more fortified etc
Also add a dirt mat onto the top of the bank, been dug up by a JCB to make the bank etc
Now I'm sure you have noticed this but as you can see here, your colour map texture here is really "pixely" and looks pretty unrealistic with sharp boxes of clour on it. Best thing to do is find anouther colour texture that is around the right colour, but dont have the same pixely **** with it and paint over all these bits in your map, theres quite alot that needs to be fixed and will help it look far more natural
Your most likly aware of this but your hesco bunkers require ladders on them, with also MGs inside would help but I'm sure youv'e got it on your list of things to do, know its one of the last little things I do
Now first off, I know many of you would like these kinda maps but for now, just use normal maps to keep the flow, at some point in the future we may do this to all PR maps but it requires alot of work and detail needed adding to it that its simply better to generate a good minimap. Alot of stuff was missing from this, mountain roads, odd buildings etc which I know would take ages to keep it all in, and overall, best to concentrate on the map and forget this kinda minimap for now.
Also if you look at the map you can see many vehciles are unlocked, which is pretty bad. so ye in your final version you will want to lock up all the vehicles etc.
Here for this road you've got a a bland detail texture (which ive already said you should replace with something better), but most importantly what would help this is if you added a "road", using the road tool ontop of this with a good texture would really help how this road looked etc. Theres a bunch of good ones in the stock textures, thou there is nothing stopping you making one if you have the skills but is a little harder.
Also I'm sure you have been noticing the small gaps in the terrain when walking around which you can see on the cliff face to the right of this screen, not much you can really do about this, smoothing out the terrain helps but if you want a steep cliff like that, thats what your going to get so ye not much you can do, maybe making it less steep would be something you could do.
now ye, here you can see the pixely colourmap ive been on about, but ye here you could use a nice colour texture specially for fields, used on some vbf2 maps, helmand and ive used one of them on Qinling too, theres a few to pick from and would make this field look a little more fieldy. Theres also a good detail texture that goes with this for fields but I'm guessing your running out of slots for them? Bare in mind you can use as many colourmaps as you like cos in the end, you use none you just paint all your colour strait onto the terrain so use this to the best advantage possible, use diffrent colour textures with the same detail to make detail textures in diffrent parts of the map seem diffrent etc aswell as mixing colours in the same spot, giving hints of green to dirts textures and hints of brown to grass really helps
Also for the filed, a nice thing you can do with the undergrowth which you really should use on all fileds, is get thous rocks, scale them down to be really small, get a bunch of them with a good veration and density etc and then paint them over your fileds (and patches on the roads are good too) and it looks like gravel if you do it right which really makes it look so much nice, would really help a field with nothing growing in it like this
I would also say this filed is far too flat, and could do with some small amounts of height veration, and the bank bits to the left etc could all be smoothed off etc make it all flow
I take it your trying to do some kinda crop with this undergrowth? dont look very cropish, looks more like its growing grass since it has a grass texture under it, looks like grass and ye,
Also I noticed all your undergrowth in general, including this stuff swayed far too much, cut the sway down to like 0.1 or 0.2
Also when doing grass, you should use the hexagon mesh, best mesh to use for doing grass performance wise and visually.
If you want to do a crop well ehhh, you should really do it with overgrowth fileds as then players can concel themselfs in it fully at ranges but ehh, first you will want a new detail texture under there, dirt of even better the filed texture, then add something that looks like a crop then do w/e else you think will help it look like a crop
the poppys in the background are really sparce, make them much more dencer will really help and cut down on there sway too
I'm sure you are also aware of the sandy colour on your cliff back there, really dont suit
Now I'm sure the really black shadows on the bottom of your overgrowth has been bothering you for some time, its a common error thou easily fixed, its part of the light settings.
Color Lightsettings Tutorial - Official BF Editor Forums
That tut should help you, thou only a little bit of it says how to fix it which ill quote here, but will be worth for you to go though it all and should help you out
Big lump here and really needs some smoothing on it, also the grass here could have hints of brown dirt colour on it, too "green" as such.
these bits requires smoothing.
this is the old buggy razorwise, has white sticks instead of brown. replace them with the new ones, not sure where you would find them exactly think they are in the dest folder.
nice car crash, but theres a problem, the tree wouldn't be falling into the car, if it did move it would be pushed away
Also seems quite odd to have the car crashed on the side of such a steep bank....
Same bank as above, really needs some smoothing epically on the bottom, could also use a little more dirt on it.
Sunken house = bad, windows are much lower than they should be, doors aint even the correct hight unless mini ppl live in this house, and you cant walk under bits of tin roof etc without crouching cos its too low.
Now first, really good to use walls like this but dont use them as you have excatly
walls shouldn't really slant down at all much, and ehh dont get really built into banks of dirt like that
I also have some good news for you, I made a bunch of walls that are pretty much the same as these for Ranky's sangin but have a more afghan texture to them, they also come with pillars for endins etc which can be really useful for joins etc. I'm pretty sure they where included with the .7 release, they are located in: \objects\staticobjects\pr\afghan\static\walls\
There pillars are in the "\static\" folder above. This means you can cover up joins with the pillars etc. At the moment they are most likly quite buggy in the .7 release, I've done fixes since then quite recently, with even adding more statics to the list which you will probably be interested in later
quick little example of these walls: http://img515.imageshack.us/img515/8990/41454845db7.jpg
Would really help to have pillars either side here (with using my walls too) and also to make it look more like a walkway one trick you can do is give the grass some dirt on it to show its been walked over alot in that area, you see park gates etc they always have a big muddy patch on them cos so many ppl walk on there etc
So give a little brown trail and apply a very light bit of dirt detail there and it will look really natural
Some major smoothing required here.
Walls just dont get made slanting down like this, into a bank
they some times get made into big banks etc but not often, and if they do they dont slant down into them, so get rid of the bank and just keep the wall common joining it with pillars
also a little dirt creeping up the side of the wall as its gathering there or w/e is cool, but going up that high is not that cool, so lower it a little
Where you have made these stacked houses, you have a bunch of floating objects and also objects that are bumped up too high etc.. if you are getting a little z fight lower it by something like 0.05 or something, just enough to get rid of it when close up, if its a large face you may need to lower it more as it will be noticble otherwise at longer distances, but otherwise only a little is enough
here is a real good example of where you can use the pillars, could see this bad join from quite far away in fact
first point, your river bed is far, far too flat... Depending in what stage the river is, the river bed will be diffrent but this river must be some where between the first and middle stage of its life, cos its in a mountains area but also has a flood plain, but cos it has a flood plain etc i would say its more mid stage so it would have a smooth bed, and smooth banks (unless its a meander, where the ouside is smooth but the inside is a "river cliff" which is a steep slope). so the main thing you need to do is smooth your banks out, and also make your bottom more rounded. Also a really good thing you can do if you really dont want to add any water into your river, thou think it would really help if you did but if you didn't, you could get a detail texture with "puddles" in it kinda whats on Zatar wetlands, and paint that down there to make it looks like its got some water in there still, but think best thing would be just to add a tiny bit of water than have the river 100% dried up, if it was there would be no crops most likely
Also the detail texture in it could really do with changing if you just add some normal water, thou dont use the puddle detail texture under water as it will look really screwy
got stuck in this bit, needs smoothing out
Also that bridge really needs fixing hehe. I suggest putting some static rocks under it base bits, dont use terrain.
this bank needs some serious edits like how i said above. heres a quick drawing i did to give you an idea how it should kinda look at a cross section at one point: http://img378.imageshack.us/img378/9421/13749776ee4.jpg
your colour is getting really stretched here, this can be fixed by smoothing out the cliff and making it less steep but ye, no other way really. Also I noticed some grass growing on the side of the cliff face (which was alos swaying about like crazy ): http://img393.imageshack.us/img393/3684 ... 775dq6.jpg
The only undergrowth you should really use in these places is rocks, to make it look more 3d and also a small plant but really low density so its only here and there
The dirt really needs to come upto the edge here.
requires a pillar here, could see this one from a mile away
bottom bit of this slope really needs to be smoothed or some static to prop it up, like a shnt wall but dont seem like a area that would really have one, maybe a brick wall static could do it but that would be too thin and at long ranges the terrain would come though it and look really bad.
This town/city shop building dont really fit here, but if it was going to go here it really needs some kinda concrete foundation really, dont look right at all sitting on mud
pillar would make this look fine, without it looks really bad
tree growing though wall.
needs to be flattened and also like i said above, needs a better foundation texture than grass/mud.
When putting trees close to buildings, always check that they are not growing into them. If they are it looks really bad, epically if they are growing though walls and coming out the other side, best you fix them
Rock texture here needs to be replaced.
terrain coming though the floor here.
replace the rock texture here, and a higher quality terrain lightmap should fix the light here.
tree growing though wall.
anouther point where you can use piliars to cover up joins.
this bank needs smoothing, also pixely texture on the road and again, the road could use a road texture.
bad LM on this building, you probaly quit 1/2 way though finishing it.
this gap is bad since the only way to get though it is to bunny hop over objects, and it looks really thin etc. Either open the gap up so ppl can walk though it in good space, or close the gap so there is no gap, i would close it.
You also have some undergrowth there that needs removing.
this ladder has really bad LMs. you can either delete the LMs by hand so it dont have any, or use a vbf2 ladder, easier to use a stock ladder.
this tree is like growing over the road, makes it feel alot smaller than it is, should move it back, also you should rotate that building on the right since its little shack bit is sticking really far out and dont help the road aswell.
join could do with a pillar and the bank on the right needs some smoothing.
more evil trees!
this bit needs some smoothing, its so jiggered i fell into it and got stuck while taking the SS, where normally i would take the screenshot, then go in
quick, hide it from eddie!
but ye, remove the m95 and also for your info, rotating PCOs like this may work on a local server, but on a dedi it will just be only rotated in the X and not in the Y or Z, I think its X anyways cant remember which one but its only the main one
Bad join here, not much you can do you could add a small rock or something but really, best to keep sandbags at right angles.
Also bring the sandbags back a little from the edge, ill show you why in a later pic and why also you need to do smoothing
This gap is too small to walk though but players do, make it wider so players can easily walk though here.
this requires really bad smoothing!
Dont use the old tent model, has LM issues which I pointed out there, and dont look as nice as our new(ish) "v2" model which can be found in pr/military/tentv2/ (I think, or close to it).
These bunkers have some LM issues, should be fixed with final quality LMs. Also the ladder on the bunker there is not needed, if you want players to get onto the top you can put a crate beside the bunker for them to jump onto, but this is not necessary since they can jump onto the sandbag entrance bit and then onto the roof from there, as shown in the last pic. A ladder is overkill for such a small height
As per the light settings tut I linked you too earlier: Color Lightsettings Tutorial - Official BF Editor Forums
The fog colour really needs to be tweaked here to match the sky, as you can see you can see the mountain out of our view range cos the fog is touching it, but should be concealing it into with the sky but as its not it looks really dogey, epically when you look around.
this sandbag needs a propper end, flat end = bad
theres a small end bit you can add on
now this is the kinda smoothing your meant to be doing on your edges. This will greatly reduce the visual impacts on the terrain LOD and will make your edges look much better too
YAY a road texture hehe, see how much it helps? thou I would have probably used a different one from the Oman road, its still helps alot, you just need to applie this to the rest of your roads
also you've got to fix the pixely colour texture down there
this bit ahead needs some smoothing done to it.
this is going to happen abit when doing a road on a slopey surface like this, but you can cut it down some what with smoothing hehe, smooth this bit up as much as possible and it will help quite abit
This crator here is just under the road texture, and ye it should be fixed
also the rock has no LM and is "glowing", is it a "overgrowth rock"? if so dont use them, they are buggy as hell! I also dont see much rason for the crater or the rock?
now you see this is what you get when you dont smooth the edges, and have statics too close to the edge but a good smooth will reduce these terrain lod issues alot. a way round it thou if you want really steep sharp edges is to use static rocks and stuff
this tree is quite odd... shouldnt have such a huge gap in the wall aswell.. should just be around but better still have the tree on the outside, or get rid of it, and have the wall join fully.
take it these RPGs are PCO placed? there are 2 here in more or less the same place, thou one is higher than the other, can just see if you look closeley. should move them apart if you want 2 or just set the spawner to spawn a max of 2 would be better...
the road shouldnt end here!
it should carry on down one path, then have other roads joining it at the intersections.
this needs smoothing.
evil tree.
cars parked in a unrealistic fasion and usable, the 2nd one is fully locked in...
bank needs a good smooth and some dirt.
river is far too flat, needs some water, banks need smoothing and bottom needs going down
not quite sure what you are trying to say by these bits of walls, but i think your trying to give the inpression of a busted up bridge? IMO it would be alot better to remove these bits and call this a ford, would look much nicer and more natural too
really sunken house with a bad join onto the next...
colour and detail vearation is good, but this is too hard. You need to turn the strength of the brush right down to something like 20 and give it little tabs of extra colour and detail in some cases
tree covering most of the road...
evil tree!
this bank needs sorting, rock, dirt, smoothing etc.
VERY EVIL TREE!
The plant bushes are cool but I wouldn't having them going right round to the left.
Whats up with these oil cisterns? they make no seance in being any where in this kinda mountainous village, let alone making any seance about falling over into a river
if you want a busted bridge, best to get a custom model of some sorts...
the grate pyramid needs smoothing
rocks are glowing and dunno what one is doing inside the house?
floater.
needs smoothing and maybe rethink the undergrowth around these paths, adding locks of small rocks will be cool too
really bad smoothing required here, this would really confuse players trying to shoot guys here as they would see them in them on a path, when really they are behind a big bank of ground which there bullets are hitting...
scale down this undergrowth rock, almost looks like you can use it as cover.
this needs some real bad smoothing, and also maybe a little bit of the random tool on it to give it some venation so it dont all look the same after smoothing, thou smooth the randoming
edge needs some bad smoothing on it, really sharp. Like i said before, if you want edges that sharp, use static rocks.
needs some smoothing on the inside of these bits too to cut down on terrain LOD etc.
now the staggered bit is cool for making it look rocky, but after it you really need to give it some smoothing love otherwise it looks really crappy up close and to some point far away.
evil tree.
floater.
glowing rocks.
glowing rocks, camo net is dark due to overgrowth light settings and a evil tree
needs smoothing etc.
now ye, our PR trees when placed as statics (not placed with the overgrowth tool) cast odd shadows on other statics for some reason we aint quite sure of. Best thing to do is get a stock tree thats closests too it, and replace it with the PR tree for LMing that object, then after that you can revert back to the PR trees but only bother doing that when your map is final and backup both staticobjects.con files so you can do it later on again if you need to
floater.
rock going into building... and is glowing.
glowing rock in a really odd place?
as you can see, your staggered hills have gave your mountin a really odd colour effect, got ripples going up it of colour, you will want to fix this, best thing to do is smooth your hill and repaint it.
rock needs to be replaced by w/e texture you want here, and add a heli pad, either ontop or under the terrain so the chopper can repair and rearm (yes it reloads ammo boxes here). Also think this map is probaly a little too small for a transport chopper...
really bad rippled colour here.
some of your mountains had flat tops, if you hit the 100% height mark, then lower the bits around it to give it a more or less pointy top
a river would never come out of or go into anything looking like that
make your river go round to the right into the big valley, makes much more seance.
remove the rock here.
sunken house, had to crouch to get though that doorway.. also built on a rock texture...
lot of rock texture needs replacing and a sunken house.
sunken house and evil tree.
evil tree.
really evil tree.
sunken house.
building to close to cliff edge, and cliff edges needs smoothing once the building is away.
player can get stuck here between the cliff and the building.
Anyways thats all, took me fecking ages to get all that done, hope it helps you. Think the map has pertional but as you can see, many things to sort out first so get on it
Im going to now grab a beer now and watch some TV or something
happy mapping!
so ye will just post screens (of bugs / issues) i took while playing and give you feedback on each one. Also take note, even thou I'm only highlighting the bad points this is how I work, as taxi or ranky etc will tell you to keep the list as short as possible and to make sure you get whats needed changed, wont list anything thats good etc so bare in mind, this is constructive criticism only for you to work with
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Default low detail map, not that there is any problem with using it but you may want to consider flicking though the low detail maps that are available and seeing if there is any you might like more.
A bit of an odd place to have a spawn point here, facing the cliff too would move it around a little and have it facing the direction the player will want to head in after spawning.
can see your surrounding terrain here, and you can assign your surrounding terrain with a low detail texture to make it blend in better too thou wouldn't look perfect, but doing that and the average player wouldn't be able to notice the difference.
Interesting sky, never could really get a good look at the bottom of it but I think it may need to have some editing applied to it to let the fog blend in better with it, at the moment the fog dont blend in with the sky and it dont help, can give you shots on this later on as examples.
This radio tower has UV problems, you can see the odd colours, bland feet etc, there are others just like it that you have used up in the NE mountains for the other brit base without any texture issues.
this portar cabin things needs higher rez LMs, and also you could use the PR portar cabin which I've used on Qinling quite abit, which has a interior etc, good place to spawn ppl into etc
surrounding terrain has some LM issues aswell, I aint 100% sure how you fix these as this area seems to be a little dogey, thou the best way which normally works is you edit the surrounding terrain a little by hand (in the terrain editor), then lightmap the secondary terrain (on final settings) then save the map up from there and it should work but some times its just gey and dont
Also the green patches etc dont really blend in too well, and the area overall needs alot of attention which I take your just leaving to later?
strange crator in your base, thers a few in fact that dont seem to fit or have any purpose... terrain veration is good dont want it all flat (unless its a propper foundation that is meant to be) but ehh, this much in such a small spot is not good.
well first off, the office building dont seem to fit, would probably fit alot better if you had some kinda foundation to it. at the moment its built on some dirt, which tbh you should probably look into changing the dirt texture cos it really dont fit this kinda dirt you have here...
you want something more gritty, this has ripples in it etc...
Next is that the vehicle shelters dont make any seance really, being shoved in front of the office building front door, and anouther next to it with porta cabins under it is pretty odd... I would delete the one to the left, rotate the one on the right 90degs and move it down towards where I'm standing but keep it up aginst the wall, then also have the cars parked in it a little better as at the moment they would be really hard to park as they are in r/l, so no one would bother like that they would drive strait in and park which is the much more logical way all round. Also get rid of the Saxon, the british dont use it any more and replace it with a support truck
now this bank next to the hesco could do with some razor wire ontop of it, not that any insurgants are going to be able to climb over it, its too steep for ingame but still, do that to make it look more fortified etc
Also add a dirt mat onto the top of the bank, been dug up by a JCB to make the bank etc
Now I'm sure you have noticed this but as you can see here, your colour map texture here is really "pixely" and looks pretty unrealistic with sharp boxes of clour on it. Best thing to do is find anouther colour texture that is around the right colour, but dont have the same pixely **** with it and paint over all these bits in your map, theres quite alot that needs to be fixed and will help it look far more natural
Your most likly aware of this but your hesco bunkers require ladders on them, with also MGs inside would help but I'm sure youv'e got it on your list of things to do, know its one of the last little things I do
Now first off, I know many of you would like these kinda maps but for now, just use normal maps to keep the flow, at some point in the future we may do this to all PR maps but it requires alot of work and detail needed adding to it that its simply better to generate a good minimap. Alot of stuff was missing from this, mountain roads, odd buildings etc which I know would take ages to keep it all in, and overall, best to concentrate on the map and forget this kinda minimap for now.
Also if you look at the map you can see many vehciles are unlocked, which is pretty bad. so ye in your final version you will want to lock up all the vehicles etc.
Here for this road you've got a a bland detail texture (which ive already said you should replace with something better), but most importantly what would help this is if you added a "road", using the road tool ontop of this with a good texture would really help how this road looked etc. Theres a bunch of good ones in the stock textures, thou there is nothing stopping you making one if you have the skills but is a little harder.
Also I'm sure you have been noticing the small gaps in the terrain when walking around which you can see on the cliff face to the right of this screen, not much you can really do about this, smoothing out the terrain helps but if you want a steep cliff like that, thats what your going to get so ye not much you can do, maybe making it less steep would be something you could do.
now ye, here you can see the pixely colourmap ive been on about, but ye here you could use a nice colour texture specially for fields, used on some vbf2 maps, helmand and ive used one of them on Qinling too, theres a few to pick from and would make this field look a little more fieldy. Theres also a good detail texture that goes with this for fields but I'm guessing your running out of slots for them? Bare in mind you can use as many colourmaps as you like cos in the end, you use none you just paint all your colour strait onto the terrain so use this to the best advantage possible, use diffrent colour textures with the same detail to make detail textures in diffrent parts of the map seem diffrent etc aswell as mixing colours in the same spot, giving hints of green to dirts textures and hints of brown to grass really helps
Also for the filed, a nice thing you can do with the undergrowth which you really should use on all fileds, is get thous rocks, scale them down to be really small, get a bunch of them with a good veration and density etc and then paint them over your fileds (and patches on the roads are good too) and it looks like gravel if you do it right which really makes it look so much nice, would really help a field with nothing growing in it like this
I would also say this filed is far too flat, and could do with some small amounts of height veration, and the bank bits to the left etc could all be smoothed off etc make it all flow
I take it your trying to do some kinda crop with this undergrowth? dont look very cropish, looks more like its growing grass since it has a grass texture under it, looks like grass and ye,
Also I noticed all your undergrowth in general, including this stuff swayed far too much, cut the sway down to like 0.1 or 0.2
Also when doing grass, you should use the hexagon mesh, best mesh to use for doing grass performance wise and visually.
If you want to do a crop well ehhh, you should really do it with overgrowth fileds as then players can concel themselfs in it fully at ranges but ehh, first you will want a new detail texture under there, dirt of even better the filed texture, then add something that looks like a crop then do w/e else you think will help it look like a crop
the poppys in the background are really sparce, make them much more dencer will really help and cut down on there sway too
I'm sure you are also aware of the sandy colour on your cliff back there, really dont suit
Now I'm sure the really black shadows on the bottom of your overgrowth has been bothering you for some time, its a common error thou easily fixed, its part of the light settings.
Color Lightsettings Tutorial - Official BF Editor Forums
That tut should help you, thou only a little bit of it says how to fix it which ill quote here, but will be worth for you to go though it all and should help you out
* Trees also have an TreeAmbientColor which can help separate out the trunks from the leaves. On Sharqi Peninsula, the palm leaves look dried out and dead by having a brackish colored sky texture and a yellowed sun texture. But you can have brilliant healthy jungle palms too by saturating the values with greens.
Big lump here and really needs some smoothing on it, also the grass here could have hints of brown dirt colour on it, too "green" as such.
these bits requires smoothing.
this is the old buggy razorwise, has white sticks instead of brown. replace them with the new ones, not sure where you would find them exactly think they are in the dest folder.
nice car crash, but theres a problem, the tree wouldn't be falling into the car, if it did move it would be pushed away
Also seems quite odd to have the car crashed on the side of such a steep bank....
Same bank as above, really needs some smoothing epically on the bottom, could also use a little more dirt on it.
Sunken house = bad, windows are much lower than they should be, doors aint even the correct hight unless mini ppl live in this house, and you cant walk under bits of tin roof etc without crouching cos its too low.
Now first, really good to use walls like this but dont use them as you have excatly
walls shouldn't really slant down at all much, and ehh dont get really built into banks of dirt like that
I also have some good news for you, I made a bunch of walls that are pretty much the same as these for Ranky's sangin but have a more afghan texture to them, they also come with pillars for endins etc which can be really useful for joins etc. I'm pretty sure they where included with the .7 release, they are located in: \objects\staticobjects\pr\afghan\static\walls\
There pillars are in the "\static\" folder above. This means you can cover up joins with the pillars etc. At the moment they are most likly quite buggy in the .7 release, I've done fixes since then quite recently, with even adding more statics to the list which you will probably be interested in later
quick little example of these walls: http://img515.imageshack.us/img515/8990/41454845db7.jpg
Would really help to have pillars either side here (with using my walls too) and also to make it look more like a walkway one trick you can do is give the grass some dirt on it to show its been walked over alot in that area, you see park gates etc they always have a big muddy patch on them cos so many ppl walk on there etc
So give a little brown trail and apply a very light bit of dirt detail there and it will look really natural
Some major smoothing required here.
Walls just dont get made slanting down like this, into a bank
they some times get made into big banks etc but not often, and if they do they dont slant down into them, so get rid of the bank and just keep the wall common joining it with pillars
also a little dirt creeping up the side of the wall as its gathering there or w/e is cool, but going up that high is not that cool, so lower it a little
Where you have made these stacked houses, you have a bunch of floating objects and also objects that are bumped up too high etc.. if you are getting a little z fight lower it by something like 0.05 or something, just enough to get rid of it when close up, if its a large face you may need to lower it more as it will be noticble otherwise at longer distances, but otherwise only a little is enough
here is a real good example of where you can use the pillars, could see this bad join from quite far away in fact
first point, your river bed is far, far too flat... Depending in what stage the river is, the river bed will be diffrent but this river must be some where between the first and middle stage of its life, cos its in a mountains area but also has a flood plain, but cos it has a flood plain etc i would say its more mid stage so it would have a smooth bed, and smooth banks (unless its a meander, where the ouside is smooth but the inside is a "river cliff" which is a steep slope). so the main thing you need to do is smooth your banks out, and also make your bottom more rounded. Also a really good thing you can do if you really dont want to add any water into your river, thou think it would really help if you did but if you didn't, you could get a detail texture with "puddles" in it kinda whats on Zatar wetlands, and paint that down there to make it looks like its got some water in there still, but think best thing would be just to add a tiny bit of water than have the river 100% dried up, if it was there would be no crops most likely
Also the detail texture in it could really do with changing if you just add some normal water, thou dont use the puddle detail texture under water as it will look really screwy
got stuck in this bit, needs smoothing out
Also that bridge really needs fixing hehe. I suggest putting some static rocks under it base bits, dont use terrain.
this bank needs some serious edits like how i said above. heres a quick drawing i did to give you an idea how it should kinda look at a cross section at one point: http://img378.imageshack.us/img378/9421/13749776ee4.jpg
your colour is getting really stretched here, this can be fixed by smoothing out the cliff and making it less steep but ye, no other way really. Also I noticed some grass growing on the side of the cliff face (which was alos swaying about like crazy ): http://img393.imageshack.us/img393/3684 ... 775dq6.jpg
The only undergrowth you should really use in these places is rocks, to make it look more 3d and also a small plant but really low density so its only here and there
The dirt really needs to come upto the edge here.
requires a pillar here, could see this one from a mile away
bottom bit of this slope really needs to be smoothed or some static to prop it up, like a shnt wall but dont seem like a area that would really have one, maybe a brick wall static could do it but that would be too thin and at long ranges the terrain would come though it and look really bad.
This town/city shop building dont really fit here, but if it was going to go here it really needs some kinda concrete foundation really, dont look right at all sitting on mud
pillar would make this look fine, without it looks really bad
tree growing though wall.
needs to be flattened and also like i said above, needs a better foundation texture than grass/mud.
When putting trees close to buildings, always check that they are not growing into them. If they are it looks really bad, epically if they are growing though walls and coming out the other side, best you fix them
Rock texture here needs to be replaced.
terrain coming though the floor here.
replace the rock texture here, and a higher quality terrain lightmap should fix the light here.
tree growing though wall.
anouther point where you can use piliars to cover up joins.
this bank needs smoothing, also pixely texture on the road and again, the road could use a road texture.
bad LM on this building, you probaly quit 1/2 way though finishing it.
this gap is bad since the only way to get though it is to bunny hop over objects, and it looks really thin etc. Either open the gap up so ppl can walk though it in good space, or close the gap so there is no gap, i would close it.
You also have some undergrowth there that needs removing.
this ladder has really bad LMs. you can either delete the LMs by hand so it dont have any, or use a vbf2 ladder, easier to use a stock ladder.
this tree is like growing over the road, makes it feel alot smaller than it is, should move it back, also you should rotate that building on the right since its little shack bit is sticking really far out and dont help the road aswell.
join could do with a pillar and the bank on the right needs some smoothing.
more evil trees!
this bit needs some smoothing, its so jiggered i fell into it and got stuck while taking the SS, where normally i would take the screenshot, then go in
quick, hide it from eddie!
but ye, remove the m95 and also for your info, rotating PCOs like this may work on a local server, but on a dedi it will just be only rotated in the X and not in the Y or Z, I think its X anyways cant remember which one but its only the main one
Bad join here, not much you can do you could add a small rock or something but really, best to keep sandbags at right angles.
Also bring the sandbags back a little from the edge, ill show you why in a later pic and why also you need to do smoothing
This gap is too small to walk though but players do, make it wider so players can easily walk though here.
this requires really bad smoothing!
Dont use the old tent model, has LM issues which I pointed out there, and dont look as nice as our new(ish) "v2" model which can be found in pr/military/tentv2/ (I think, or close to it).
These bunkers have some LM issues, should be fixed with final quality LMs. Also the ladder on the bunker there is not needed, if you want players to get onto the top you can put a crate beside the bunker for them to jump onto, but this is not necessary since they can jump onto the sandbag entrance bit and then onto the roof from there, as shown in the last pic. A ladder is overkill for such a small height
As per the light settings tut I linked you too earlier: Color Lightsettings Tutorial - Official BF Editor Forums
The fog colour really needs to be tweaked here to match the sky, as you can see you can see the mountain out of our view range cos the fog is touching it, but should be concealing it into with the sky but as its not it looks really dogey, epically when you look around.
this sandbag needs a propper end, flat end = bad
theres a small end bit you can add on
now this is the kinda smoothing your meant to be doing on your edges. This will greatly reduce the visual impacts on the terrain LOD and will make your edges look much better too
YAY a road texture hehe, see how much it helps? thou I would have probably used a different one from the Oman road, its still helps alot, you just need to applie this to the rest of your roads
also you've got to fix the pixely colour texture down there
this bit ahead needs some smoothing done to it.
this is going to happen abit when doing a road on a slopey surface like this, but you can cut it down some what with smoothing hehe, smooth this bit up as much as possible and it will help quite abit
This crator here is just under the road texture, and ye it should be fixed
also the rock has no LM and is "glowing", is it a "overgrowth rock"? if so dont use them, they are buggy as hell! I also dont see much rason for the crater or the rock?
now you see this is what you get when you dont smooth the edges, and have statics too close to the edge but a good smooth will reduce these terrain lod issues alot. a way round it thou if you want really steep sharp edges is to use static rocks and stuff
this tree is quite odd... shouldnt have such a huge gap in the wall aswell.. should just be around but better still have the tree on the outside, or get rid of it, and have the wall join fully.
take it these RPGs are PCO placed? there are 2 here in more or less the same place, thou one is higher than the other, can just see if you look closeley. should move them apart if you want 2 or just set the spawner to spawn a max of 2 would be better...
the road shouldnt end here!
it should carry on down one path, then have other roads joining it at the intersections.
this needs smoothing.
evil tree.
cars parked in a unrealistic fasion and usable, the 2nd one is fully locked in...
bank needs a good smooth and some dirt.
river is far too flat, needs some water, banks need smoothing and bottom needs going down
not quite sure what you are trying to say by these bits of walls, but i think your trying to give the inpression of a busted up bridge? IMO it would be alot better to remove these bits and call this a ford, would look much nicer and more natural too
really sunken house with a bad join onto the next...
colour and detail vearation is good, but this is too hard. You need to turn the strength of the brush right down to something like 20 and give it little tabs of extra colour and detail in some cases
tree covering most of the road...
evil tree!
this bank needs sorting, rock, dirt, smoothing etc.
VERY EVIL TREE!
The plant bushes are cool but I wouldn't having them going right round to the left.
Whats up with these oil cisterns? they make no seance in being any where in this kinda mountainous village, let alone making any seance about falling over into a river
if you want a busted bridge, best to get a custom model of some sorts...
the grate pyramid needs smoothing
rocks are glowing and dunno what one is doing inside the house?
floater.
needs smoothing and maybe rethink the undergrowth around these paths, adding locks of small rocks will be cool too
really bad smoothing required here, this would really confuse players trying to shoot guys here as they would see them in them on a path, when really they are behind a big bank of ground which there bullets are hitting...
scale down this undergrowth rock, almost looks like you can use it as cover.
this needs some real bad smoothing, and also maybe a little bit of the random tool on it to give it some venation so it dont all look the same after smoothing, thou smooth the randoming
edge needs some bad smoothing on it, really sharp. Like i said before, if you want edges that sharp, use static rocks.
needs some smoothing on the inside of these bits too to cut down on terrain LOD etc.
now the staggered bit is cool for making it look rocky, but after it you really need to give it some smoothing love otherwise it looks really crappy up close and to some point far away.
evil tree.
floater.
glowing rocks.
glowing rocks, camo net is dark due to overgrowth light settings and a evil tree
needs smoothing etc.
now ye, our PR trees when placed as statics (not placed with the overgrowth tool) cast odd shadows on other statics for some reason we aint quite sure of. Best thing to do is get a stock tree thats closests too it, and replace it with the PR tree for LMing that object, then after that you can revert back to the PR trees but only bother doing that when your map is final and backup both staticobjects.con files so you can do it later on again if you need to
floater.
rock going into building... and is glowing.
glowing rock in a really odd place?
as you can see, your staggered hills have gave your mountin a really odd colour effect, got ripples going up it of colour, you will want to fix this, best thing to do is smooth your hill and repaint it.
rock needs to be replaced by w/e texture you want here, and add a heli pad, either ontop or under the terrain so the chopper can repair and rearm (yes it reloads ammo boxes here). Also think this map is probaly a little too small for a transport chopper...
really bad rippled colour here.
some of your mountains had flat tops, if you hit the 100% height mark, then lower the bits around it to give it a more or less pointy top
a river would never come out of or go into anything looking like that
make your river go round to the right into the big valley, makes much more seance.
remove the rock here.
sunken house, had to crouch to get though that doorway.. also built on a rock texture...
lot of rock texture needs replacing and a sunken house.
sunken house and evil tree.
evil tree.
really evil tree.
sunken house.
building to close to cliff edge, and cliff edges needs smoothing once the building is away.
player can get stuck here between the cliff and the building.
Anyways thats all, took me fecking ages to get all that done, hope it helps you. Think the map has pertional but as you can see, many things to sort out first so get on it
Im going to now grab a beer now and watch some TV or something
happy mapping!
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- Posts: 1794
- Joined: 2007-01-17 23:47
Good God Rhino...
i kinda agree with everything after i saw what you were talking about, but what is your argument about the Map? is it the fact hes using flags with insurgents instead of insurgents on Insurgency mode? or what? i'm confused as to what you were trying to get at.
And whats wrong with the merlin? can never get enough of an unarmed giant bulking BUFF
i kinda agree with everything after i saw what you were talking about, but what is your argument about the Map? is it the fact hes using flags with insurgents instead of insurgents on Insurgency mode? or what? i'm confused as to what you were trying to get at.
And whats wrong with the merlin? can never get enough of an unarmed giant bulking BUFF
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- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
I didn't touch on the gameplay of the map, was only looking for bugs. nothing is wrong with the merlin it just dont fit the map too well cos of its size, would also be to usful for skipping over the mountains etc but depends on how the map plays out which I dunno, I didn't even look at the INS spawns or take much note of the flag setup..'[uBp wrote:Irish;653905']Good God Rhino...
i kinda agree with everything after i saw what you were talking about, but what is your argument about the Map? is it the fact hes using flags with insurgents instead of insurgents on Insurgency mode? or what? i'm confused as to what you were trying to get at.
And whats wrong with the merlin? can never get enough of an unarmed giant bulking BUFF