![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
[Map] Korengal Valley [released]
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yeah I had a UV temp texture on but thought I would hear "why is the caves checkered looking" ![Very Happy :-D](./images/smilies/icon_e_biggrin.gif)
Anyways, I'll share what I can when I can. The fields are coming along. I have A few notes and fixes I want to do. The fields are just a like the pr crops except the hight varies between faces
At some point I need to stop creating and just finish the map. lol
![Very Happy :-D](./images/smilies/icon_e_biggrin.gif)
Anyways, I'll share what I can when I can. The fields are coming along. I have A few notes and fixes I want to do. The fields are just a like the pr crops except the hight varies between faces
At some point I need to stop creating and just finish the map. lol
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yea i know what you mean.. though i'm not creating any extra statics like you, wich makes the whole mapping process even more time consuming, i found out that the most time consuming thing during mapping is not 'the map itself' like building mountains, rivers, roads and object placementAt some point I need to stop creating and just finish the map. lol
- it's more going into details, like messing up the place, placing nice undergrowth and alligning density, sway scale, ambient effects etc.. all those little things that wait in every corner saying 'add me'.. hehe, that's where i can't stop creating.
eerr.. anyways...
by 'sharing' - do you mean you'll share pics of the statics ingame or that we get our hands on those objects as well?I'll share what I can when I can. The fields are coming along.
![33 Love :33_love:](./images/smilies/imported_33_love.gif)
![Smile :-)](./images/smilies/icon_e_smile.gif)
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yea i'm aware that it needs a lot of testing, fixing etc before it's final, no problem!I may share some objects, but I have allot of testing to do before I RELEASE anything.
For example while my poppy crops look great in the pics they have a bunch of issues I need to figure out. And my cave are going to be very level specific which may not work on other maps.
the reason i'm that interested in those fields is because i think it's a quite easy way to bring more variety into maps, i.e. having different types of fields - you can use the same 'basic mesh' and just add different textures. 'easy way' of course compared to making whole new objects etc.
hope you get what i mean and that i'm not too far off track here.
![Cool 8)](./images/smilies/imported_icon_cool.gif)
personally, i'm very interested in cave entrances, and some mountain-fitting cover ups. just as a side note of course, hehe.... (but yea i realize the cave objects are even more work)
if you need some testing done in that area and you think i can help you out, let me know! right at the mo i'm in the middle of my finals but this means as well that i've got a shitload of sparetime soon once i got this exams off the desk..
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Well for now I'm making these objects for me and the map
. But I have the community in mind as well and I have no problem releasing the max file ether.
Until I can get something working (the most important part) and accepted by the Devs/Community then I'll release them. Or just grab them when they appear in the next (which ever version) PR release.
The back side for my map will be changing soon and and these cave will be a big part of it.
My idea on the crops is quite simple, I took what was done in PR's crops and randomized the height of the top edge. Currently the PR crops are all the same size a grid 50 x 50 all 0.5m high, by randomizing the hight between 0.5m and 1.8m plus flipping the UV you get a nice offset look to crops.
Heres an example :
![Image](http://www.coderedfox.com/milsim/pr/prcrops.jpg)
![Razz :-P](./images/smilies/icon_razz.gif)
Until I can get something working (the most important part) and accepted by the Devs/Community then I'll release them. Or just grab them when they appear in the next (which ever version) PR release.
The back side for my map will be changing soon and and these cave will be a big part of it.
My idea on the crops is quite simple, I took what was done in PR's crops and randomized the height of the top edge. Currently the PR crops are all the same size a grid 50 x 50 all 0.5m high, by randomizing the hight between 0.5m and 1.8m plus flipping the UV you get a nice offset look to crops.
Heres an example :
![Image](http://www.coderedfox.com/milsim/pr/prcrops.jpg)
Last edited by CodeRedFox on 2008-04-24 22:24, edited 7 times in total.
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Yeah I'm not sure if that was a stab at me or a simple misspelling?Chanvlan wrote:its genious!
![Confused :?](./images/smilies/icon_e_confused.gif)
Anyway hope that helps some of you all.
Last edited by CodeRedFox on 2008-04-24 23:42, edited 1 time in total.
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- Retired PR Developer
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- Retired PR Developer
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- Joined: 2005-11-08 00:47