[Map] Rajantie (2km) [WIP]

pleym
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Re: [MAP] Rajantie 2km

Post by pleym »

dtacs wrote:I'd have to ask you for a source on that. What differs in its swimming capability compared to the Croatian or Swedish versions?
The main reason is probably because they are uparmoured, that make them to heavy and not good in water, but better on land. You have many variants of the Patria same with the sisu norway/finnland etc use.. The norwegian sisus that are in use in afghanistan are uparmoured, but some of the still have propllers but wont have the same floating ability as the original one :p
"Increasing the veight on some thing, but keeping the physical size will result in a decrease of the floating ablity.. "
Wikipedia:
The AMV is offered in three main variants: a basic platform, a high roof platform and a heavy weapon platform.

* The AMV basic platform includes APC, IFV, C2, ambulance, reconnaissance, mortar carrier, FCV, ATGM and MGS vehicles. Basic platform can also be provided as an extended Basic L platform with increased internal volume.
* The AMV high roof platform features a larger and higher rear compartment which allows more space-requiring work to be done inside the vehicle. The AMV SP is suitable for e.g. C3, large ambulance and workshop vehicles.
* The AMV heavy weapon platform features stronger structure enabling heavy weapon systems e.g. Patria AMOS 120 mm mortar turret or Mobile Gun System

National variants

* The Finnish variant.
* The Polish variant KTO Rosomak is slightly scaled down armour and weightwise to allow amphibious capabilitys and air-transportation by a C-130 Hercules transport plane. This idea was dropped after analyses of the 2003 Iraq war, and vehicles sent to Afghanistan were equipped with applique armour.
* The South African 'Badger' variant, equipped with an underfloor armour package from Land Mobility Technologies (LMT) and Denel Land Systems's Modular Combat Turret (MCT). Offered in Section, Fire Support, Mortar, Command and Missile sub-variants.
* The Croatian variant.
* The UAE variant, is slightly lengthened (0.4 m longer) to allow fitting of the spacier BMP-3 turret and the same amount of soldiers as the original AMV model.
* The Slovenian variant, named Svarun.
Patria AMV - Wikipedia, the free encyclopedia
Last edited by pleym on 2011-01-17 06:58, edited 1 time in total.

PR:BF2 Mapper
Hulabi
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Re: [MAP] Rajantie 2km

Post by Hulabi »

Ninja'd by Pleym.
dtacs
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Re: [MAP] Rajantie 2km

Post by dtacs »

Interesting. So with the FDF will it be instituted as the Stryker class APC considering its the same thing but with some more armor?
Hulabi
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Re: [MAP] Rajantie 2km

Post by Hulabi »

Pretty much, yeah. We are also considering AMOS mortar system on it, but it might be a little overpowered :D
ShockUnitBlack
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Re: [MAP] Rajantie 2km

Post by ShockUnitBlack »

[R-DEV]Amok@ndy wrote:the 47k limit is not a performance limit
if you have more than 47k OG Objects your northern 8 LM Patches wont render OG Shadows
Couldn't you hypothetically combine three or four trees into a single entity and circumvent the limit?
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VapoMan
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Re: [MAP] Rajantie 2km

Post by VapoMan »

ShockUnitBlack wrote:Couldn't you hypothetically combine three or four trees into a single entity and circumvent the limit?
It does work but this creates a problem that the trees need to be close together, otherwise if they're on a slope or uneven terrain some of the trees will be floating or in the ground, unless you want them to be on a ridiculous angle.

See here:
Image

Image"Eight glorious sides and eight stunning angles!"Image
Hulabi
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Re: [MAP] Rajantie 2km

Post by Hulabi »

VapoMan wrote:It does work but this creates a problem that the trees need to be close together, otherwise if they're on a slope or uneven terrain some of the trees will be floating or in the ground, unless you want them to be on a ridiculous angle.

See here:
Image
Would the trees have one single collision mesh, or 3 separate ones? I guess what im trying to ask is if you'd be able to shoot and walk inbetween them?
Amok@ndy
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Re: [MAP] Rajantie 2km

Post by Amok@ndy »

every tree would have its own collision mesh but Vapo described the problem pretty well with his picture
Image
Outlawz7
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Re: [MAP] Rajantie 2km

Post by Outlawz7 »

I'm curious how you did the colormap.
Image
Amok@ndy
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Re: [MAP] Rajantie 2km

Post by Amok@ndy »

I guess he used photoshop and a satelite image
Image
Hulabi
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Re: [MAP] Rajantie 2km

Post by Hulabi »

photoshop and satellite image, yeah
Last edited by Hulabi on 2014-02-17 18:10, edited 2 times in total.
Deer
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Re: [MAP] Rajantie 2km

Post by Deer »

Really realistic and inspiring, very cool layout too and awesome colors, good job! Tree limit problem can be avoided by transmuting overgrowth to objects i think.

You got the layout and skill and techniques to make the map, but now the question is how to make it fun for gameplay.. how to make the flags be fun to conquer / defend and how the battle goes through the map.
Last edited by Deer on 2011-01-17 16:21, edited 1 time in total.
Amok@ndy
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Re: [MAP] Rajantie 2km

Post by Amok@ndy »

first of all he should focus on the map, gameplay can be done later
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Deer
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Re: [MAP] Rajantie 2km

Post by Deer »

[R-DEV]Amok@ndy wrote:first of all he should focus on the map, gameplay can be done later
With term "gameplay" i meant alot more than just flags and vehicles. Gameplay is actually one the first things you should design when making the map imo, else you might end up spending 400hours working on something which was doomed to fail before you even started. Alot of new maps in PR recently have pretty much failed completely, alot of those new maps arent being played almost at all which is sad because mapper has spend countless of hours making em, i wouldnt want to see this map end up like that, its so promising start and realistic looking =)
Last edited by Deer on 2011-01-17 16:19, edited 1 time in total.
Amok@ndy
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Re: [MAP] Rajantie 2km

Post by Amok@ndy »

yeah some Points of Interest should be worked out now
what i meant is that many Mappers waste a lot of time doing Asset layouts and so on in the beginning and then just dropping the map because they lost the interest
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splatters
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Re: [MAP] Rajantie 2km

Post by splatters »

sylent/shooter wrote:I'd be interested in learning to trace the isolines to a heightmap :P Could be something you could make a great tutorial on. Anyways great job with the map, the colour map looks amazing :D
I did it basically by hand.. I suppose it wouldn't be too difficult to automate it with a little coding skills, especially if you had the contours already defined but that would be already half the work done. All I had was a bitmap image of the map, with a little help from the select tools I created vectors for each height (5 m intervals) most of it was done manually. After that just created layers for each height level and assigned the right grayscale colors etc. It was a tedious job, took about 3 hours of very boring work. Proper heightdata would have been great of course but there was none available for free.
Most of the smoothing was done in the editor instead of photoshop, thought it would give me more control over the shapes of the terrain and of course it did but in retrospect it would have been more efficient to do the blurring manually in photoshop. So nothing fancy here, quite brute actually :mrgreen:
Engineer wrote:Nice looking map, hopefully I can see it ingame too :)

The map seems to be rather "straight forward" type of map. I can see a clear line from the SE corner to NW corner thus I'd imagine this purely a defensive map for the Finns.

Not really sure what is the Dev's thumb rule for flags that cannot be captured if lost, but that should truly put more effort on defending and fierce firefights.
I haven't put that much thought on the flags etc. yet but I've always considered the map a defensive one for the finns. My purpose is to implement aas_v4 on the map so it would have multiple routs like you suggested. All ideas are welcome!

[R-DEV]Outlawz wrote:I'm curious how you did the colormap.
With photoshop respectively to the map shown in the first post. Groups and layers for each element (bogs, roads, grass, fields etc.) lots of grunge brushes and all that cute stuff. Grayscale aerial image overlayed 10% on the colormap, will probably be phased out completely when the lightmaps and low detail textures are done.
I'm creating overgrowth and detail texture maps from the colormaps layers too.

here's the latest:
http://img222.imageshack.us/img222/4347 ... 343495.png

I started working on detail textures for the finnish landscape, this is the first one I did, not at all in it's final form but pretty good for a first one. I wrestled with it quite a bit but finally got it working, with envmaps and everything!
The envmap that is reflecting from the puddles didn't look like the one from my map when I was testing it, which envmap do the puddles use and can I change it? Not a big deal though since you could barely see the difference.

http://img51.imageshack.us/img51/5654/b ... 371406.png

I got a bunch of questions in addition to previous, maybe the old stagers can shed some light
  • What is the purpose of the alpha channel in the editor folders detail maps?
  • There are some normal maps in the detail color folder, is it possible to have normal maps show with terrain detail colors?
  • The sprucetree objects have a good bark texture in the files, color is very much the same as on the trees here in Finland but in game the color of the trees is more of urine that of spruce bark. There are some weird gradient colormaps in the texture folder like
    objects/vegitation/asia/textures/nccolor.dds
    I suppose those have something to do with it. The question is how can I change the tint of the trees?
  • How do I make the water transparent? Right now it only has the envmap reflection. I remember it might have something to do with lightmaps or something like that. Is there some file I could manually edit to make the water see through?
  • The water on my map changes colors in the middle of the map like so:
    http://img687.imageshack.us/img687/1580/watercolorq.png
    What is causing it, how do I fix it?
That's all for now, thanks in advance if you even read through this :-D
Amok@ndy
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Re: [MAP] Rajantie 2km

Post by Amok@ndy »

splatters wrote:I started working on detail textures for the finnish landscape, this is the first one I did, not at all in it's final form but pretty good for a first one. I wrestled with it quite a bit but finally got it working, with envmaps and everything!
The envmap that is reflecting from the puddles didn't look like the one from my map when I was testing it, which envmap do the puddles use and can I change it? Not a big deal though since you could barely see the difference.
You need to generate a EnvMap first (see the tutorial section for envmap tutorial or bfeditor.org)

I got a bunch of questions in addition to previous, maybe the old stagers can shed some light
  • What is the purpose of the alpha channel in the editor folders detail maps?
    marking the areas that will show the envmap if [x]Envmap is enabled
  • The sprucetree objects have a good bark texture in the files, color is very much the same as on the trees here in Finland but in game the color of the trees is more of urine that of spruce bark. There are some weird gradient colormaps in the texture folder like
    objects/vegitation/asia/textures/nccolor.dds
    I suppose those have something to do with it. The question is how can I change the tint of the trees?
    Tweakerbar -> (choose the [Yourmapname] tab) -> Lightsettings -> TreeAmbientColor
  • How do I make the water transparent? Right now it only has the envmap reflection. I remember it might have something to do with lightmaps or something like that. Is there some file I could manually edit to make the water see through?
    Lightmap the terrain cant be done by hand
  • The water on my map changes colors in the middle of the map like so:
    http://img687.imageshack.us/img687/1580/watercolorq.png
    What is causing it, how do I fix it?
    This is a issue with the editor it will be fine ingame (also generating envmaps and terrainlightmaps may be neccessary
responses
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splatters
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Re: [MAP] Rajantie 2km

Post by splatters »

'[R-DEV wrote:Amok@ndy;1533297']responses
You need to generate a EnvMap first (see the tutorial section for envmap tutorial or bfeditor.org)
I have generated EnvMaps as you can see from this picture (water reflections)
http://img222.imageshack.us/img222/4347 ... 343495.png
marking the areas that will show the envmap if [x]Envmap is enabled
That would be the actual detail textures, the ones I'm asking about are the detail texture maps found in
levels\my_level\Editor\Detailmaps
Tweakerbar -> (choose the [Yourmapname] tab) -> Lightsettings -> TreeAmbientColor
I'm aware of that setting, it only affects the foliage (and pines) color, not the trunk or bark of the tree.
Lightmap the terrain cant be done by hand
Surely any .dds file can be edited by hand and lightmaps even generated by hand to some extent, the end result probably won't be that good. All I want to know is which file(s) actually affects the water transparency and how.
Outlawz7
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Re: [Map] Rajantie (2km) [WIP]

Post by Outlawz7 »

Water.con and Water/Envmap affect water, but not much else. You can't change the transparency, the only way to have clear water is to have the water depth at max of 2m since after that water fog kicks in.

Also not sure if you meant that, but actual detail textures are found in common_client.zip\Terrain\Textures\Detail
Image
splatters
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Re: [Map] Rajantie (2km) [WIP]

Post by splatters »

[R-DEV]Outlawz wrote:Water.con and Water/Envmap affect water, but not much else. You can't change the transparency, the only way to have clear water is to have the water depth at max of 2m since after that water fog kicks in.

Also not sure if you meant that, but actual detail textures are found in common_client.zip\Terrain\Textures\Detail
levels\my_level\Editor\Detailmaps folder has the detail maps that define which detail texture is shown on the map.

I'm not trying to achieve completely transparent water, but right now you can't see under the water even if the water is 10 cm deep. :-(
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