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Posted: 2008-04-14 21:26
by [uBp]Irish
i meant by this:

"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"


so are you talking about terrain or the flow? i'm sorry if i come off stupid.

Posted: 2008-04-14 21:27
by Dunehunter
...that's probably the longest post I've ever seen.

Posted: 2008-04-14 21:34
by Rhino
'[uBp wrote:Irish;653921']i meant by this:

"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"


so are you talking about terrain or the flow? i'm sorry if i come off stupid.
its got a pic of the minimap above it and it even mentions the word minimap at the end, so its about the minimap :p
[R-MOD]dunehunter wrote:...that's probably the longest post I've ever seen.
:p

most of it is pics thou, this is probaly the longest post ive ever made: https://www.realitymod.com/forum/f189-m ... audit.html

That took me a few days to type that all up, this one only a few hrs :p

Posted: 2008-04-14 21:48
by HughJass
that, my good sir, is the pickiest, longest, most constructive, screenshot overloaded post I have ever SEEN. I hope i get something like this when im done with dragons mouth, this is like a dream come true :D this man is better then a computer.

Posted: 2008-04-14 21:51
by Rhino
HughJass wrote:that, my good sir, is the pickiest, longest, most constructive, screenshot overloaded post I have ever SEEN. I hope i get something like this when im done with dragons mouth, this is like a dream come true :D this man is better then a computer.
the other dev mappers get lists like this all the time when working on maps, thou they tend to be much shorter :p

I think i drove taxi almost to the point of insanity once with them, he started screaming in the night "nooo, not anouther rhino list!" :D

Posted: 2008-04-14 22:22
by Oldirti
Rhino doesn't **** around

Posted: 2008-04-14 23:36
by kevlarorc
This map looks really great. I loved the fallen oil cisterns (maybe they were just clean water cisterns rhino!) and the broken bridge pieces needed a little revising but I think they would be great as cover in the river bed. The merlin does seem out of place. I was thinking that a transport littlebird (2?) would make this map awesome. It could hover easily over mountain areas as the troops jumped off. In fact, you could scrap the apache entirely and have a littlebird gunship! (i love lilbirds) Also, the rock inside the house is perfect...a terrible rock slide occured...

When I get back to a good computer tomorrow I will definitely download this map and check it out!

Posted: 2008-04-15 03:08
by Raniak
Quick, listen to Rhino and smoothen your terrain before all those evil sunked trees start throwing glowing rocks at you ! :D

Posted: 2008-04-16 03:39
by CodeRedFox
Well first let me say Rhino where do I send the "testers" check to? Thank you for the wonderful list and images to go with it. I have been gone on a trip and just got back...I think I needed a good few days away from the computer and this map :-P

I'll try to keep my questions and answers back short :

Tress rocks and houses placements, yeah I know there are F'd up need to do a bit of work. I did a mass replacement of them a while ago from the PR destroyables and never got around to replacing them all.

Major lighting issues, happen after a crash.

The textures issues, yeah I have some major issues with them as well and after this trip I took I may create my own. My texture library is quite huge so this wont be a HUGE problem.

The ripples on the mountains, It didn't really bother me until someone pointed it out, now it drives me nuts. smooth and a re randomize will look a hell of a lot better!

The surrounding terrain, I had a bug with them and threw these in at the last minute.

The walls, I'll have to check them out, anything to make the map more authentic.

Mini-map, I haven't gone back to fix it and switching it out to a normal minimap is easy.

I'm all for removing the Merlin and having the Brits fight there way up the hills! In fact I'm creating more trails up the hills for its not a one way fight. Or add a different heli, but it needs to be British.

AGAIN thank you for the fine review of the map, its always takes someone whos not involved to point out the real problem!


To DO list -


Overall
Default low detail map
- Look for a better one
- Fog issues (darker)
- Fix pixel low deatil issues
- Remove contor map style (later use in PR)
- Lock vehicles (wait until end)
- Add road where needed
- Find map gaps and jagged meshes (Operation fix the jaggies)
- Create or replace most ground textures (check for Afgan ref's)
- Look into TreeAmbientColor
- Check all ledges and smooth
- look at all trees and placements
- Walls: replace with PR afgan walls, fix banks of dirt, add pillers,
- Check all PCO's
- all flags need to be removed (not for British)


Crops :
- Rock within crops
- Scale the Crop sways down
- Crops should use hexagon mesh
- Look into OVergroth for crops

-Sourounding terrain :
- fix low detail texure
- Lighting issues

British Base :
- spawn point need to be move around (to make sence)
- radio tower have UV issues
- portar cabins -> use PR portar cabin
- Remove strange crator
- Remove Office building
- Change/remove vehicle shelters
- Remove Saxon
- JCB wear and tear
- Hesco bunkers need ladders and MG's
- Add road where needed (out of base)
- old buggy razorwise
- Red car crash (other way dummy)

British Outpost :
- Remove/Rethink M95
- look into sand bag joints and ends
- Land Mesh smoothing
- old tent model
- Remove ladder
- Check out mpore road textures
- Road needs more smothing
- Crashed rock needs to be fixed/placement


Valley :
- Look at houses and fix there locations
- Houses, fix intersects
- Rock within crops
- Rough up the crops ground
- Crops should use hexagon mesh
- River mesh fixes
- river textures fixes
- Add rocks to bridge
- rethink town buildings
- add (Road) to both sides of valley
- Ladder fixes
- Check broken bridges and rethink
- rethink oil cisterns --> new object?


Hills:
- Add cave system (needs testing)
- Look at all undergrowth locations on hills
- Smooth path and burm
- Check undergroth areas as well
- shrink UG rock sizes
- Check all trees (lighting issues)
- check all village placements


Will tkae me a few days, I'll get back to you all

Posted: 2008-04-16 06:25
by Ablack77
Wow dude very impressive :)

Posted: 2008-04-16 09:01
by Saint
Nice map.. i tried it shortly today ;)

But i think the Insurgents have a major advantage. Am i right that the first 3 flags need to be taken are the 3 in the south east right? And the only way to get there is by the merlin or by a long long long long climbing movment?!
This is just an assumption because its hard to say because i didn't played it on a full server ;) At the end its your map so you have to decide how you want it

Posted: 2008-04-16 17:40
by CodeRedFox
Well if I got the AAS working right the first three are in the valley. The battle should work down the valley then into the hills.

Posted: 2008-04-16 18:25
by marcoelnk
holy moly rhino...hoiw long did it take you to upload all these pics?

Posted: 2008-04-16 18:43
by Rhino
marcoelnk wrote:holy moly rhino...hoiw long did it take you to upload all these pics?
uploading aint much of a prob, i use the IS Quick upload tool, so i just right click on a SS and click upload and it dose it auto, thou some of the time it dont always upload, IS upload servers go down, it cant always connect etc :p

most of the time was spent writing up what each ss was about etc :p

Posted: 2008-04-16 23:09
by llPANCHOll
[R-DEV]Rhino wrote:uploading aint much of a prob, i use the IS Quick upload tool, so i just right click on a SS and click upload and it dose it auto, thou some of the time it dont always upload, IS upload servers go down, it cant always connect etc :p

most of the time was spent writing up what each ss was about etc :p
IS?

I use Photobucket, and do alot of SS's and its a pain

Posted: 2008-04-17 00:54
by CodeRedFox
Fixes :

Overall
Default low detail map
- Look for a better one (DONE)
- Fog issues (darker)
- Fix pixel low detail issues (DONE)
- Remove contour map style (later use in PR) (DONE)
- Lock vehicles (wait until end)
- Add road where needed (50%)
- Find map gaps and jagged meshes (Operation fix the jaggies) (DONE)
- Look into TreeAmbientColor (DONE)
- Check all ledges and smooth (DONE)
- look at all trees and placements (70%)
- Walls: replace with PR afghan walls, fix banks of dirt, add pillers (DONE)
- Check all PCO's
- all flags need to be removed (not for British)


Crops :
- Rock within crops
- Scale the Crop sways down (DONE)
- Crops should use hexagon mesh
- Look into overgrowth for crops

- Surrounding terrain :
- fix low detail texture (DONE)
- Lighting issues (DONE)

British Base :
- spawn point need to be move around (to make sense) (DONE)
- radio tower have UV issues (REPLACED)
- portar cabins -> use PR portar cabin (DONE)
- Remove strange crater (DONE)
- Remove Office building (DONE)
- Change/remove vehicle shelters (DONE)
- Remove Saxon (DONE)
- JCB wear and tear
- Hesco bunkers need ladders and MG's
- Add road where needed (out of base)
- old buggy razorwise
- Red car crash (other way dummy) (DONE)

British Outpost :
- Remove/Rethink M95 (DONE)
- look into sand bag joints and ends
- Land Mesh smoothing (DONE)
- old tent model
- Remove ladder
- Check out more road textures
- Road needs more smoothing
- Crashed rock needs to be fixed/placement (DONE)


Valley :
- Look at houses and fix there locations (DONE)
- Houses, fix intersects (DONE)
- Rock within crops
- Rough up the crops ground (DONE)
- Crops should use hexagon mesh
- River mesh fixes (DONE)
- river textures fixes (DONE)
- Add rocks to bridge
- rethink town buildings (DONE)
- add (Road) to both sides of valley
- Ladder fixes
- Check broken bridges and rethink (DONE)
- rethink oil cisterns --> new object?


Hills:
- Add cave system (needs testing) (70%)
- Look at all undergrowth locations on hills
- Smooth path and berms (DONE)
- Check undergroth areas as well
- shrink UG rock sizes (DONE)
- Check all trees (lighting issues) (DONE)
- check all village placements (DONE)

Posted: 2008-04-17 13:08
by Atandon
^ Congratulations, sir! You're one hell of a dedicated mapper, I'll give ya that 8-) .

Seriously though, good job with the map-look forward to seeing it in future versions of PR.

Posted: 2008-04-17 14:34
by Mora
I think you might make it into the 0.8 release :)

Posted: 2008-04-17 14:49
by Mongolian_dude
HAWT, how come i never new of this WIP?!
^Exceitement

...mongol...

Posted: 2008-04-17 16:24
by CodeRedFox
Mora wrote:I think you might make it into the 0.8 release :)
Well work has pick back up for me so my map dedication will only get a few hours a day now. I think its too late for 0.8.

Thanks guys! Hope to make a great map.