Siege at Ochamachira [WIP]

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HughJass
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Re: [Map] Siege at Ochamachira [WIP]

Post by HughJass »

don't get me wrong... the texturing is brilliant. Especially like what you did with the dirt around the rivers and the shallow land on the coast.

Also it is very cool how the dock part looks like this clay creation that is just planted in this natural landscape. Artistically shows the contrast between human and nature infrastructure.
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Rhino
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Re: [Map] Siege at Ochamachira [WIP]

Post by Rhino »

well it needs hand painting ontop of this of course as I can't get L3DT to recognise the difference between sea and a river hence why the sea also has mud as its bed instead of sand but talked it over with Taxi and we decied it was much easier to hand paint the sand on the beaches and under the sea than it was to do the river and surrounding terrain, then it also needs hand painted concrete etc ontop, this just gives a nice natural base to work off which speeds up the process instead of hand painting everything you just change the bits you need to :)
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UKrealplayER666
Posts: 551
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Re: [Map] Siege at Ochamachira [WIP]

Post by UKrealplayER666 »

Not gonna critisize it, very nice map even as it stands, could in my opinion be a contender against muttrah (and i like muttrah alot)
thejollyroger12345
Posts: 54
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Re: [Map] Siege at Ochamachira [WIP]

Post by thejollyroger12345 »

proboly a stupid question, could this ever be a british carrier map? :P my dreeaamm :D
GrimSoldier
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Re: [Map] Siege at Ochamachira [WIP]

Post by GrimSoldier »

Very cool thread.
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IronTaxi
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Re: [Map] Siege at Ochamachira [WIP]

Post by IronTaxi »

GrimSoldier wrote:Very cool thread.
cheers keep yourself posted as this should be coming along in the next cycle..
Blade.3510
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Re: [Map] Siege at Ochamachira [WIP]

Post by Blade.3510 »

[R-DEV]IronTaxi wrote:cheers keep yourself posted as this should be coming along in the next cycle..
Factions?................(please be brits :p )
zvenner
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Re: [Map] Siege at Ochamachira [WIP]

Post by zvenner »

I like the concept of this map, but I think the little village needs some more details...
Like a dusty road which leads right into the city, because who wants to live in a village without even one street ? :P
IronTaxi
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Re: [Map] Siege at Ochamachira [WIP]

Post by IronTaxi »

Blade.3510 wrote:Factions?................(please be brits :p )
the whole militia series was designed for the brits TBH... im hoping to get them in here but we will see what happens...
$pyker
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Re: [Map] Siege at Ochamachira [WIP]

Post by $pyker »

I want an update.... PLEASE :)
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IronTaxi
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Re: [Map] Siege at Ochamachira [WIP]

Post by IronTaxi »

im working on the gosh darn lightmaps and they are busting my ballzsaxz as I decided to use alot of xpack content in the map..
chuckduck
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Re: [Map] Siege at Ochamachira [WIP]

Post by chuckduck »

Very nice looking map, I the highlight of the map being the wonderful industrial port, and hopefully some awsome jungle vegtation/paddies. I wonder what the gameplay is going to be like, keep up the good work even if you start to loose the will to work on this map, motivate yourself and think about all the people, wanting for this map to come out. ;-)

This may seem a bit silly but this river looks kinda funny.
Looks a bit like meat and two veg...... *COUGH*penis*COUGH*balls*COUGH*
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Sorry i just happened to notice.

Keep up the awsome work anyways, PR needs more tropical maps, not just Afghan maps. :grin:
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chuckduck
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Re: [Map] Siege at Ochamachira [WIP]

Post by chuckduck »

Very nice looking map, I the highlight of the map being the wonderful industrial port, and hopefully some awsome jungle vegtation/paddies. I wonder what the gameplay is going to be like, keep up the good work even if you start to loose the will to work on this map, motivate yourself and think about all the people, wanting for this map to come out. ;-)

This may seem a bit silly but this river looks kinda funny.
Looks a bit like meat and two veg...... *COUGH*penis*COUGH*balls*COUGH*
Image
Sorry i just happened to notice.

BTW:Iron Taxi
[R-DEV]IronTaxi wrote:im working on the gosh darn lightmaps and they are busting my ballzsaxz as I decided to use alot of xpack content in the map..
I dont know if you already know this but Xpack objects are a big no go.
Since they are missing the lightmaps i think, plus i dont think EA likes people using Xpack stuff in mods. I think if you want to lightmap your map succesfully with Xpack Objects you gotta do it in 3D Max or something.

Keep up the awsome work anyways, PR needs more tropical maps, not just Afghan maps. :grin:
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Rudd
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Re: [Map] Siege at Ochamachira [WIP]

Post by Rudd »

i dont think EA likes people using Xpack stuff in mods. I think if you want to lightmap your map succesfully with Xpack Objects you gotta do it in 3D Max or something.
oh noes Iron, better delete ur map b4 EA sees! :wink:
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$pyker
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Re: [Map] Siege at Ochamachira [WIP]

Post by $pyker »

chuckduck wrote: I dont know if you already know this but Xpack objects are a big no go.
:
Irontaxi has made several map and is most likely well aware of the missing xpak lightmap samples. Also PR has permission to use xpak objects as one of the devs were drinking with EA employees iirc so they are allowed to be used thats why we have a grappling hook! Also have you not seen the several xpak statics on basrah at the airport!
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Wilkinson
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Re: [Map] Siege at Ochamachira [WIP]

Post by Wilkinson »

chuckduck wrote:Very nice looking map, I the highlight of the map being the wonderful industrial port, and hopefully some awsome jungle vegtation/paddies. I wonder what the gameplay is going to be like, keep up the good work even if you start to loose the will to work on this map, motivate yourself and think about all the people, wanting for this map to come out. ;-)

This may seem a bit silly but this river looks kinda funny.
Looks a bit like meat and two veg...... *COUGH*penis*COUGH*balls*COUGH*
Image
Sorry i just happened to notice.

BTW:Iron Taxi


I dont know if you already know this but Xpack objects are a big no go.
Since they are missing the lightmaps i think, plus i dont think EA likes people using Xpack stuff in mods. I think if you want to lightmap your map succesfully with Xpack Objects you gotta do it in 3D Max or something.

Keep up the awsome work anyways, PR needs more tropical maps, not just Afghan maps. :grin:
.....Not going to even start. Anyway UPDATE? Taxi :D
Last edited by IronTaxi on 2009-06-02 04:02, edited 1 time in total.
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chuckduck
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Re: [Map] Siege at Ochamachira [WIP]

Post by chuckduck »

Was that too inapropriate?
Sorry i will edit, it just that if the map gets released with that minor yet catastrophic error, it could spell disaster to Ochamachira as a tourist location.

-Edited the Previous Post-

In regards to the expack Objects, can we use the objects from Amoured Fury then?
Like the Highway section from Op:Roadrage?
Or are the lightmaps for those screwed?
I was hoping to make an American map. (Not anytime soon though)
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$pyker
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Re: [Map] Siege at Ochamachira [WIP]

Post by $pyker »

chuckduck wrote:Was that too inapropriate?
Sorry i will edit, it just that if the map gets released with that minor yet catastrophic error, it could spell disaster to Ochamachira as a tourist location.

-Edited the Previous Post-

In regards to the expack Objects, can we use the objects from Amoured Fury then?
Like the Highway section from Op:Roadrage?
Or are the lightmaps for those screwed?
I was hoping to make an American map. (Not anytime soon though)
the lightmaps arent screwed there just arent any. so when you lightmap it the object will look the same as when you placed it IE. no shadows on it
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chuckduck
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Re: [Map] Siege at Ochamachira [WIP]

Post by chuckduck »

Oh right now i understand, so the lightmaps come with the expansion pack, but since PR doesnt really use the Xpacks the lightmaps are not there.

I was hoping that there was some way of using the Xpack objects.
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Maxfragg
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Re: [Map] Siege at Ochamachira [WIP]

Post by Maxfragg »

there is, you import the scene into 3dsmax and render your lightmaps their, that the way you need to do it
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