[Map] Prizrak (4km) [WIP]
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Re: [Map] Prizrak (4km) [WIP]
That wont really help this problem andy as the camera is too far out but still something that should be applied.
Increase the view distance of your overgrowth is the simplest way to fix it not drawing to where you want it, but keep in mind this will re-randomize your overgrowth and then your shadows wont match the trees.
As for the tree lods looking thin, you can bulk up the alpha in the lod texture in your map's overgrowth atlas file, look at the alpha on the fir trees in Op Snow Storm's overgrowth atlas.
you shouldn't be using overgrowth rocks too, they are buggy as hell...
Increase the view distance of your overgrowth is the simplest way to fix it not drawing to where you want it, but keep in mind this will re-randomize your overgrowth and then your shadows wont match the trees.
As for the tree lods looking thin, you can bulk up the alpha in the lod texture in your map's overgrowth atlas file, look at the alpha on the fir trees in Op Snow Storm's overgrowth atlas.
you shouldn't be using overgrowth rocks too, they are buggy as hell...
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Re: [Map] Prizrak (4km) [WIP]
Looking good for Canada vs. Russia map =D Better than Yamalia.
It would be nice if you add Armor for each side![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
It would be nice if you add Armor for each side
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
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Re: [Map] Prizrak (4km) [WIP]
I'll ask this here so everyone can see the reponse:'[R-CON wrote:Amok@ndy;1527519']aplly this in the Overgrowth.conCode: Select all
Overgrowth.viewDistanceScale 1 Overgrowth.closeDistPercentage 0.3
I have a sense for what those lines of code do, but can someone break it down for me in specifics? For example, if Overgrowth.viewDistanceScale is set to higher than 1, what does it do? And does Overgrowth.closeDistPercentage 0.3 tell the program what percentage of trees within the view distance to render at high res?
I've always wondered.
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Re: [Map] Prizrak (4km) [WIP]
I'm not sure what the "Overgrowth.viewDistanceScale" but it should be kept at its default value (1).
The Overgrowth.closeDistPercentage basically determine at what distance dose the overgrowth switch from its main mesh to the lod mesh, where iirc the default is 0.1 and its really close, and 0.3 is a pretty good value, but you don't want it too high as it will have an impact on performance.
The Overgrowth.closeDistPercentage basically determine at what distance dose the overgrowth switch from its main mesh to the lod mesh, where iirc the default is 0.1 and its really close, and 0.3 is a pretty good value, but you don't want it too high as it will have an impact on performance.
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Re: [Map] Prizrak (4km) [WIP]
Very nice. This is beautiful.
Can't wait for release.
Can't wait for release.
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Re: [Map] Prizrak (4km) [WIP]
Map post updated with new screenies, info and plans on what to do with the map.
Some feedback would be nice regarding this change before I start changing the rest of the map. Suggestions on what to have as flag areas and what to have around the map would be much appreciated as well.
Apologies for the huge delay, as I didn't really update the thread when I said I would.
Some feedback would be nice regarding this change before I start changing the rest of the map. Suggestions on what to have as flag areas and what to have around the map would be much appreciated as well.
Apologies for the huge delay, as I didn't really update the thread when I said I would.
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Re: [Map] Prizrak (4km) [WIP]
![Image](http://img18.imageshack.us/img18/8342/priz8.jpg)
What graveyard? Or is it yet to be made? A chapel or priory would be a much better idea IMO, if you've ever played Oblivion and seen Weynon Priory, its very well detailed, the church static with some small surrounding farms and stuff would be a unique location, currently we already have graveyards on SEagle and IIRC a few other maps.
There is also no harm on doubling, even tripling the size of the current village in the centre. Linking it in some manner to the small village to the south-east would give a unique push style from one flag to the other, centralizing the fight and encouraging combined arms tactics. Some light buildings somewhat bigger than the default houses would be cool, Burning Sands has showed us that a large urban area on a 4km map is really great for infantry, and even armor combat too.
![Image](http://img846.imageshack.us/img846/2561/priz9.jpg)
There is also something that feels very sterile about this terrain, mostly due to the lack of differing overgrowth. I can understand that Finland has mostly coniferous flora, but adding some different trees and also increasing their density would give this map more uniqueness, setting it apart from SEagle, which it currently resembles. I don't see why small hunting camps or log cabins akin to Kozelsk aren't present in more maps too.
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Re: [Map] Prizrak (4km) [WIP]
The Graveyard is still WIP, it will be a large graveyard, more detail will be added soon, with bushes, a pond and some other things.
I haven't completed much with some flags as I've been concentrating on changing the terrain and adding more cabin areas.
The Village size will be increased with several more barns, smaller villages and cabin areas added around the map. I'm also planning on changing the arrangement of the structures in the central village so that it won't look too Silent Eaglish.
The overgrowth will be more dense and have more variations of trees found in Finland once I find a way to add more and make it denser without passing the limit. Right now my overgrowth is at around 43000 objects, I exceeded 45000 and it no longer lightmapped the rest of the overgrowth. Hopefully I will have this fixed as I will be deleting some unneeded things in the overgrowth.
Though it may be a bit too early,
I've thought of giving the FDF some APCs and 2 Tanks with the RU getting a few BMPs and BTRs with a Havoc as well as 2 Trans helis, Trucks and Jeeps for both sides.
I haven't completed much with some flags as I've been concentrating on changing the terrain and adding more cabin areas.
The Village size will be increased with several more barns, smaller villages and cabin areas added around the map. I'm also planning on changing the arrangement of the structures in the central village so that it won't look too Silent Eaglish.
The overgrowth will be more dense and have more variations of trees found in Finland once I find a way to add more and make it denser without passing the limit. Right now my overgrowth is at around 43000 objects, I exceeded 45000 and it no longer lightmapped the rest of the overgrowth. Hopefully I will have this fixed as I will be deleting some unneeded things in the overgrowth.
Though it may be a bit too early,
I've thought of giving the FDF some APCs and 2 Tanks with the RU getting a few BMPs and BTRs with a Havoc as well as 2 Trans helis, Trucks and Jeeps for both sides.
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Re: [Map] Prizrak (4km) [WIP]
Since the FDF developers seem to be moving in a more modern direction with their general development (eg using the M/05 as opposed to the older M/62) it would be good to have CV9030's going up against either BMP-3's or BMP-2's, which just scream mechanized infantry especially if you limit the light vehicles. It depends on the type of combat you are trying to represent though, you can go down the Combined Arms path like Wanda Shan and Kashan with their overload of assets but little/no light transports or have the team rely solely on Mechanized warfare akin to what Fools Road is trying to represent. There are of course the hybrids of the two.
I would suggest having tanks on one layer just like Kashan but then having a layer with only APC's to encourage them supporting infantry. The problem with the CV9030 v BMP-2 situation is that the BMP-2 will die much much faster. I understand that the FDF currently still use a large number of BMP-1's and BMP-2's but for simplicities sake keep it solely western tech when going up against the Russians.
I would suggest having tanks on one layer just like Kashan but then having a layer with only APC's to encourage them supporting infantry. The problem with the CV9030 v BMP-2 situation is that the BMP-2 will die much much faster. I understand that the FDF currently still use a large number of BMP-1's and BMP-2's but for simplicities sake keep it solely western tech when going up against the Russians.
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Re: [Map] Prizrak (4km) [WIP]
you maybe could change the lowdetail texture, the rock layers looks a lil bit strange on those flat hills
![Image](https://dl.dropbox.com/u/10414675/New%20Era%20Warfare%20Signaturen/amokandy-signature-pr.png)
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Re: [Map] Prizrak (4km) [WIP]
'Tis looking very good. There's a lot of good lookin' maps floating around nowadays ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
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Re: [Map] Prizrak (4km) [WIP]
All Finnish BMP-1's have been crushed and our BMP-2's don't have ATGM. CV9030 is armored much better, but Russians still have ATGM's on their BMP's and better firerate.dtacs wrote:I would suggest having tanks on one layer just like Kashan but then having a layer with only APC's to encourage them supporting infantry. The problem with the CV9030 v BMP-2 situation is that the BMP-2 will die much much faster. I understand that the FDF currently still use a large number of BMP-1's and BMP-2's but for simplicities sake keep it solely western tech when going up against the Russians.
Guys are also modelling Patria Pasi, witch has 12.7 NSV and Patria AMV with same gun, but CROW style. Map should also have these and some BTR-80's and MT-LM's by the Russia.
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Re: [Map] Prizrak (4km) [WIP]
BMP-2 has madness firerate,same like some old small guns(200-300 at low,500-800 at high firerate(2a42),BTR-80a firerate -~300).
Finnish should be looks like this?
Also - BMP-2 got wire-guided missile => Stays ~8-10 seconds and don't move => Cannon - main weapon.
Finnish should be looks like this?
Also - BMP-2 got wire-guided missile => Stays ~8-10 seconds and don't move => Cannon - main weapon.
![Image](http://img90.imageshack.us/img90/412/123ia.png)
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Re: [Map] Prizrak (4km) [WIP]
Do you have a link to this Patria with remote .50? I thought it was only available with CROWS/RWS with M2's/Mk19's, not Russian weaponry.Teh0 wrote:All Finnish BMP-1's have been crushed and our BMP-2's don't have ATGM. CV9030 is armored much better, but Russians still have ATGM's on their BMP's and better firerate.
Guys are also modelling Patria Pasi, witch has 12.7 NSV and Patria AMV with same gun, but CROW style. Map should also have these and some BTR-80's and MT-LM's by the Russia.
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Re: [Map] Prizrak (4km) [WIP]
--- deleted --dtacs wrote:Do you have a link to this Patria with remote .50? I thought it was only available with CROWS/RWS with M2's/Mk19's, not Russian weaponry.
edit: redundant content deleted, same info in AMV WIP thread
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Last edited by temexter on 2011-03-18 01:20, edited 4 times in total.
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Re: [Map] Prizrak (4km) [WIP]
Yes it is not Russian. Patria is a Finnish corporation. Sorry if I were unclear.dtacs wrote:Do you have a link to this Patria with remote .50? I thought it was only available with CROWS/RWS with M2's/Mk19's, not Russian weaponry.
AMV (XA-360) is 8 wheeled vehicle like stryker. FDF has some with 120mm GL, but I am not expecting that to PR. Most only has 12.7 crow NSV.
Pasi (Sisu XA-180) is older 6 wheeled with normal hmg and it has an upgraded version with crows (XA-203)
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Re: [Map] Prizrak (4km) [WIP]
I'd prefer Patria AMV and Sisu XA-186/188 (in early works) as primary ones.Teh0 wrote:All Finnish BMP-1's have been crushed and our BMP-2's don't have ATGM. CV9030 is armored much better, but Russians still have ATGM's on their BMP's and better firerate.
Guys are also modelling Patria Pasi, witch has 12.7 NSV and Patria AMV with same gun, but CROW style. Map should also have these and some BTR-80's and MT-LM's by the Russia.
We have wide selection of vehicles. In alt layers we can also use BMP-2 (coming in next PR release AFAIK), BTR80 (in game) and MTLB (in game), which all are still in active duty.
e: correction: BTR80 was only in test when makind decisions on new APC. Finland chose SISU so there's only 2 BTR80's somewhere rottening. So it's not in active duty. Nor are BTR60 variants.
Last edited by temexter on 2011-12-07 20:16, edited 2 times in total.
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Re: [Map] Prizrak (4km) [WIP]
The notorious and vicious Patria Amos:Teh0 wrote: AMV (XA-360) is 8 wheeled vehicle like stryker. FDF has some with 120mm GL, but I am not expecting that to PR.
![Image](http://i682.photobucket.com/albums/vv182/temexter/patria_amos.jpg)
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Re: [Map] Prizrak (4km) [WIP]
Nice map, confrontation of Russian and Finnish Forces reminds me my studies about World War 2...the bitter fight of Finnish for their homeland against the Russian...it was touching, and it somehow inspires me...
So keep up the good work!
So keep up the good work!