[Map] Umm Qasr (4km) [WIP]

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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

After a week of test and trial, during which I almost throw my PC off the windows twice, I won the war with 3DS Max on lightmapping.
Old:
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New(notice the window shadows)
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Old
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New(walls have the same brightness, not like the old one :D )
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Old
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New(much tougher shadows)
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As you can see below, shadows are much more proeminent

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Planned to upload another yet improved version of my map today, but *** with it....Im gonna get drunk today ;)
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Umm Qasr (4km) [WIP]

Post by Rabbit »

did you only adjust the lighting or did you fix the bug s and add improvements. If you didn't fix or add I would wait until you do that.
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AfSoccer "I just don't see the natural talent."
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

you will see ;) ...oh...and dont look after that bloody water spring anymore :D
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Umm Qasr (4km) [WIP]

Post by Rhino »

Looking good, do you know what setting(s) where causing your problems in the end?
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

I merged you light template with my scene, therefore some settings need adjusting:
_Ambient_Fill_light-ON - decreased multiplier from o.8 to 0.5(+ ambient only)
_GI_Light01 -ON- increased multiplier from 0.05 to 0.06(+ambient only)
_GI_TopLight01-ON - decreased multiplier from 0.02 to 0.01(+ambient only). "From" values are the ones in your template. Also, as per tutorial, the presence of an omni light confused me(think the point pass is pointless??), but meh..its done now. Oh, and the above settings, with BF2 light off, represent the sky pass.
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waldov
Posts: 749
Joined: 2012-06-26 04:01

Re: [Map] Umm Qasr (4km) [WIP]

Post by waldov »

Awesome, looks very good with the lighting.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Umm Qasr (4km) [WIP]

Post by Rudd »

much better!
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

edited(more important stuff)

:shocked: New map build is available. :shocked:

Following GX's and other guys feedback, there are some changes and improvements on this map:

* S docks ( nearly empty ones) have been populated
* city blocks have been tweaked to feel a bit more "alive"
*suburbs have been slightly changed to make more sense placement wise (now houses front door doesn't face the fields anymore)
* removed construction site - was out of place, also bad placed
*added some roads/lanes to improve visual experience
*tweaked bunker complex- now looks better
*fixed some hesco placement issues
*replaced VCP perimeter hesco type- now it has the right one
*fixed OG normal scaling
*fixed OG&UG view distances
*removed out of place OG&UG
*removed out of place statics
*increased top tiling on detail textures that covers large areas (i.e now the desert detail should look much better than before)
*fixed bad alignments and floating statics :o ops: (still not sure its completely ok, but much better than before)
*tweaked terrain for roads (some roads were really bumpy) - need some feedback on this issue
*decreased viewdistance on INS layer
*Palace and VCP area statics have been lightmapped in 3DS Max for feedback purposes, so get your eyes in there. N.B. Vegitation wasnt LM'ed.
*Due to large number of statics moved/removed/added, terrain is now lightmapped on medium.
*Adjusted flag names position, to be displayed properly
*Fixed some typos in localization file
*altered ambient sound con file. For some reason only muslim prayer could be heard before. Now, ambient sounds and triggers should work properly.

:shocked: Download: https://www.dropbox.com/s/vwh72xbkvnzhvv8/uq_v4.1.rar
Password: test
(delete/overwrite old map files if/when prompted)

Have fun and feedback is expected.

LE: link removed: terrain needs some tweaking.
LE1: map available
Last edited by pr|Zer0 on 2013-07-10 13:45, edited 11 times in total.
Reason: added map link and changelog
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

Sry for posting one after another, but I need some help, and this doesnt fit with the above post:

1. So, anyone has the patience to explain what this setting on fog do?
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I think x means the distance from player on which the fog efect begins to take place, Y reprezents the distance on which the fog reaches full effect, but Z and W I think represents some sort of gradients.


2nd. How do I prevent this from happening? Or better yet, why is this happening?
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As you can see, the road texture disappears within 100 m or something like that
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Mineral
Retired PR Developer
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Joined: 2012-01-02 12:37
Location: Belgium

Post by Mineral »

Road issue is a problem all maps suffer from
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Umm Qasr (4km) [WIP]

Post by Rudd »

I think X is where the fog effect starts, Y is where it's completely blocked and the Z and W control the gradient in between. I'd just play with it to find what looks good, or copy another map's that you like.
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Otvaga
Posts: 24
Joined: 2013-06-14 16:31

Re: [Map] Umm Qasr (4km) [WIP]

Post by Otvaga »

I love this map! Iraq and Afghanistan maps are my favorites in PR! :)
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Mineral
Retired PR Developer
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Joined: 2012-01-02 12:37
Location: Belgium

Post by Mineral »

Rudd is right :) took me a good few tries to figure out the fog system. I also noticed that fog in the editor doesn't look like the fog ingame.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Umm Qasr (4km) [WIP]

Post by Rabbit »

X is the immediate fog that is around you. Mine is 25
Y is the farthest back, where your fog turns into a solid color 675
Z helps blend Y so it isn't a solid wall of fog .2
W is another to help blend I did .85, if set to high, it bugs up and doesn't show up.

Refs
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AfSoccer "I just don't see the natural talent."
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Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: [Map] Umm Qasr (4km) [WIP]

Post by Heavy Death »

The city looks absolutely delicious! I hope its detailed up close aswell, the somewhat random position of the buildings is simply epic. Im sick and tired of buldings attached to grids, like Ramiel.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Umm Qasr (4km) [WIP]

Post by lucky.BOY »

You can downloading and look for yourself how it looks upclose ;-)

Speaking of looking at things, do you still want feedback for this version, or should I wait for next one?
pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

I do want feedback on this version, as I receive none so far.
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waldov
Posts: 749
Joined: 2012-06-26 04:01

Re: [Map] Umm Qasr (4km) [WIP]

Post by waldov »

Whoa completely forgot about this map is it still in the works? it looks promising so far.
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

Yes, map is active, link is still up for dld, waiting for feedback
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waldov
Posts: 749
Joined: 2012-06-26 04:01

Re: [Map] Umm Qasr (4km) [WIP]

Post by waldov »

Downloading :) if i get the chance ill post feedback.
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