[Map] 2 Towns, Afghanistan (4km) [WIP]

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Squaddie09
Posts: 98
Joined: 2009-05-06 17:37

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by Squaddie09 »

looking very good mate! Keep up the good work!
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by sandgamer »

:confused:

I would like to re-texture some of the project reality destroyable village buildings for use on this pr-fan-map.
May i do that? Who made them and might have a layer-image file for the textures that could save me the time to make new paths to re-texture it?


[not solved]

thanks for any advice.
sg :crazy:

:arrow: latest update at bottom of post #1, older info's & updates in post #3
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by space »

If its the eastern European buildings you want to retexture, then it should be quite easy, as they're almost skinned, rather than done with palettes.

Find the relevant textures in the files, and then edit them however you want in PS. Then put those files in the maps objects_client.zip, and set up your map to mount them when it loads.

If you look at this map folder you can see how the custom things are set up :

https://www.realitymod.com/forum/f12-project-reality-news/56902-april-fools-sangin-valley-open-beta.html

You need to be careful though, as one of the textures you edit, could be used on another texture you dont know about.
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by sandgamer »

(i know where to find the texture i need.i would regard it disrespectful to ask and not look em up first.)
what i was asking for is the development file of the texture so i could change only the wall-texture and leave the woodframe and dirt on the current texture inplace.

the fact that the texture is not only no regular pallet but also not made in layers makes it so difficult to change it fast. Thats why i asked around. to safe some time and spent it on other assets. (not because i was to lazy to look at it.)

Image

red markings for the stuff i would like to keep, the light colored parts on the wall is what i need to change or the buildings stick out very ugly on my map.

The idea was to save me about an hour of work, so no worry's...

sg :crazy:
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by sandgamer »

weekend bump for milestone update (video @ end of post #1)

:arrow: latest update at bottom of post #1, older info's & updates in post #3

sg :crazy:
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by =Romagnolo= »

I knew you were doing a good job with that map, but after watching the video, I noticied that was wrong. You are doing THE MAP DUDE !

Please, eve if a meteory falls on your house, don't stop with this map, It is really good !

PS: Did I see a donkey?
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by marcoelnk »

Looking really good...but the musiiic .. arghhh :D
Image
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by sandgamer »

currently planning on having a sound trigger on the donkeys so that a close by soldier would cause the donkey to make some really loud sounds and alert any hostiles close by - so he has to run and wont bother with the donkeys anymore (lazy donkeys just scare the hell out of soldiers sometimes). Something i might try out would be a trigger igniting an engine and ("rocket") shooting the animal out off the map ("runs away").

And then there is the tactile aspect of these donkeys:
Image
(ok i know this pic must have been put up a 1000times)

other things i might look into is a big rotational with the donkeys attached, but they remain a side-project and may be removed from main-online gameplay-modes ;)

the overgrowth is displaced in some areas, but will be redone, maybe converted to static and again optimized in regards to placement.

good to have some comments in here again :)

sg :crazy:
Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by Priby »

How about you make the walls more dusty and old. And maybe less high resolution. Dont know about the max res though. You should ask Rhino or someone else important :D
But overall a very nice layout.
Image
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by sandgamer »

I could use some comments regarding the stuff i just put up in post #1 update "june 11."

Thanks in advance!

sg :crazy:

:arrow: latest update at bottom of post #1, older info's & updates in post #3
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by sandgamer »

jonny, thanks for taking the time once more, shame on the others ;)

green circle

yeah, i forgot to remove those faces :(

black circles:
the frames are thinner then the walls, just atm the walls behind and around where the frames are sunk into the walls are in the same color to keep the impression on lower lods, i did this quickly and its not final/perfect. good point to make the bars inside the window thinner again, i accidentally grabbed em along when i increased the walls.

red circles:
those are optic illusions caused by lighting in bfmeshview. please check the editor screens - no overhangs over the walls from the roof - its all pulled back toward the center

__i_____i_
/ ------------ \
| ------------ |
| ------------ |

nice point on the trick for multiple floors ontop of each other, however i will keep things low for the map.

other stuff:
yeah some of the textures are in a wrong direction - i am just a noob fooling around with max, so its hard to get everything perfect ;) so are scales on others...

the look of the texture changes with the fog and the other light settings of the map, i usually have a korengal-setup while i map/make screens, but i will use a modified version of my "african roads" light-setup i sometimes switch on (seen in a few screens) in the final. so all will be pretty dark...(one of the screens is without fog, the other was with fog :( stupid for comparing i know)

it is a ramp but it is above the ground only to a little extend, propably not going to be noticable as such. [my dimensions for a floor: below the building = 0m , the floor is @ .1m, so the ramp covers that, but the building is placed @ -0.07m relativ to terrain, so its less then 3cm of height left for the floor to come out of the terrain, and it looks like there is some dirt coming from outside the house to the inside.]
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by sandgamer »

alright i changed some things:

the roof is now made of (dirty) wood, the roof walls are darker then the rest of the building.

the window-frames and window-bars are thinner, the textures are reorientated/scaled, and the dark blue was switched to a sort of yellowish brown.

i just changed it quickly on the lod0 so i did not yet clean it up or remove the bottom faces. As stated i simply forgot to kick em from the lod's - honest question however:
what about back face culling - shouldn't the gpu get rid of these faces anyway?

the following video was recorded at vanilla "day-light" setup without fog:




How about it? am i on the right track ?
(the corner in the center of the last seconds of the video is a support for a satellite dish i have to add on the roof.)

sg :crazy:
Last edited by sandgamer on 2009-06-11 19:50, edited 1 time in total.
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by sandgamer »

Jonny - thank you !!!

will try to rework the roof accordingly tomorrow or on saturday...

only thing i am afraid of is to make it look like a concrete bunker ;) so i guess i will put in a little more detail on the roof wall (random height changes and cutoffs perhaps?!) to make it look like handmade.

sg :crazy:
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by sandgamer »

**copy from post 1 / update June 14. **

just a short update on the eamb2 w-i-p - enjoy it - i am ;)

Image Image

...comments welcome, however i am still working on it...

sg :crazy:

:arrow: latest update at bottom of post #1, older info's & updates in post #3
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by marcoelnk »

Looking very good , keep going !
Image
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