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Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-10 00:28
by Ason
Here is some new progress. I have started adding pavements in the city and also started working on the southern hills.
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Hill, south side:
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North side to give an idea of how high it will be compared to the city:
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Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-10 19:12
by PGT_Hubbard
Has such a depressing look to it; that's perfect. Keep it up.

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-11 03:52
by waldov
Nice the atmosphere looks very good. The last picture looks to open though maybe add some bushes here and there as well as some fences,cars,craters,trash cans etc. to give it more of a living city feeling.

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-11 06:39
by Ason
Thanks guys, yes the last picture is overlooking southcity which I haven't started working on yet :)

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-11 13:50
by Ason
Here is a tunnel I'm working on, I will cover the sides with walls so don't worry about terrainmorphing. my question is as you can see in the 2nd picture, the water is showing, will it be like that ingame aswell?
And my second question, on the river, when I zoom out as you also can see in the 2nd picture those concrete blocks on the sides dissapears after a certain distance, will it be like that ingame aswell?
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Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-11 13:57
by Mineral
the water won't show I believe, that's an issue with the editor. But the objects you speak about yes, that's the way the different LOD's are coded up and they will disappear in the same way as it is in the editor. it's fixable but requires somebody to do it :)

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-11 14:04
by Ason
MineralWouter wrote:the water won't show I believe, that's an issue with the editor. But the objects you speak about yes, that's the way the different LOD's are coded up and they will disappear in the same way as it is in the editor. it's fixable but requires somebody to do it :)
baah, spent soo much time on that river xd I believe those walls I used on the river are also in muttrah, do you think they were fixed only on that map and not put in the editor?

EDIT: Ah forgot about fog/viewdistance ingame, maybe that will save me, if not, the only one who will see them dissapear maybe is the AH pilots, but I think the viewdistance will save me there aswell.

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-11 15:29
by Rudd
the water won't show until you envmap the map I think, probably need to LM the terrain as well

note the LODs behave differently in the editor than they do ingame, if it's on Muttrah then I am willing to bet there isn't an issue

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-11 16:41
by Ason
[R-DEV]Rudd wrote:the water won't show until you envmap the map I think, probably need to LM the terrain as well

note the LODs behave differently in the editor than they do ingame, if it's on Muttrah then I am willing to bet there isn't an issue
alright nice, thanks for the info :)

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-11 19:09
by Ason
What should the UG and OG viewdistance be set to ? And also where can I change it ?

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-11 19:14
by Rudd
when you activate the overgrowth or undergrowth tool, look above teh materials selection on the left, there is a 'general' tab, click that, in the tweakbar you'll gain lots more options including distances.

I prefer shorter UG distances, but if you can push out your UG it does look better, if you have a map with few bits of dense grass etc then longer is viable, if you have a map with lots of dense grass...shorter is better. It is a balancing act.

Og distance needs to be set to the VD or beyond to ensure trees are visible when you get nearer.

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-11 19:40
by Ason
[R-DEV]Rudd wrote:when you activate the overgrowth or undergrowth tool, look above teh materials selection on the left, there is a 'general' tab, click that, in the tweakbar you'll gain lots more options including distances.

I prefer shorter UG distances, but if you can push out your UG it does look better, if you have a map with few bits of dense grass etc then longer is viable, if you have a map with lots of dense grass...shorter is better. It is a balancing act.

Og distance needs to be set to the VD or beyond to ensure trees are visible when you get nearer.
Alright, thanks!

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-11 21:41
by Ason
The roads goes over the pavements when I zoom out, just like the water on my previous pic, will this disappear after I "build" the road? and also, when objects goes into eachother and "flimmer" is that what is called z fighting?

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-11 22:03
by lucky.BOY

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-12 03:28
by Pvt.LHeureux
About UG, if you use UG to make fields with high grass (the kind that you can't see over when crouch) you want to be carefull with it so people don't assume they're hiden while they're not beyond the UG view distance. Try to use the terrain to your advantage for that too.

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-12 13:37
by Ason
Pvt.LHeureux wrote:About UG, if you use UG to make fields with high grass (the kind that you can't see over when crouch) you want to be carefull with it so people don't assume they're hiden while they're not beyond the UG view distance. Try to use the terrain to your advantage for that too.
roger that, If I set the OG viewdistance to the same as the "person viewdistance" do you think it will be too heavy ?

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-12 13:38
by Rabbit
Mrslobodan wrote:roger that, If I set the OG viewdistance to the same as the "person viewdistance" do you think it will be too heavy ?
OH YES, that would be WAY to much. If you have areas you want tall grass I suggest you check out the static grass/fields in the vegetation.

There is a tut around here about painting them as UG and then converting them to OG, but I think that might be above your level.

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-12 13:44
by Ason
gx wrote:OH YES, that would be WAY to much. If you have areas you want tall grass I suggest you check out the static grass/fields in the vegetation.

There is a tut around here about painting them as UG and then converting them to OG, but I think that might be above your level.
Alright, I have thought of using the static fields but they are not the best solution to my fields since mine are mostly on hills, but I think I'll give it a try anyway.

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-12 13:48
by Rabbit
Mrslobodan wrote:Alright, I have thought of using the static fields but they are not the best solution to my fields since mine are mostly on hills, but I think I'll give it a try anyway.
Indeed. However you can making them into OG if you wish, and place them that way, however this way is not optimal, as there will be empty spaces some times, as this is just how the OG generates. It also going to add A LOT to your OG count.

Now painting them as UG is much better, however quite a bit more complicated.

https://www.realitymod.com/forum/f189-m ... ement.html

Re: [Map] Grozny (2km) [WIP]

Posted: 2013-04-12 13:59
by Mineral
UG never goes further then 100m in draw distance I think.