[Map] Torgan Valley (2km) [WIP]

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Mineral
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re: [Map]Torgan Valley (2km) [WIP]

Post by Mineral »

wow. Really nice work.
rodrigoma
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Joined: 2012-03-22 21:21

re: [Map]Torgan Valley (2km) [WIP]

Post by rodrigoma »

cool moar maps !
looks really good, especially like the layout of the town and map in general,
Only thing that looks off to me is the ground textures, You could use T-paint but you would have to redo everything else
and get the low-detail textures in, and mess a bit with the lighting to tone down the colors?

And that horrible looking water HAHA XD
Rabbit
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Joined: 2006-12-17 15:14

re: [Map]Torgan Valley (2km) [WIP]

Post by Rabbit »

Textures need fixed.

Fields need a higher top tiling around 80 to 100.

Also, click on "General" just above layers and go into tweak and apply values like these
"Fartoptilinghi"between 6 and 10
"Fartoptilinglow" 32

Also go into your grass that is blocky and change the color tiling to something like 10/10, 15/15, 20/20 jsut see what looks best. You will have to repaint that and the fields once complete with these values.

Looks good though.
"farsidetiling" 5/3
"farwide offset" 0
"lodswitchdistance" 150-200
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AfSoccer "I just don't see the natural talent."
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Arc_Shielder
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re: [Map]Torgan Valley (2km) [WIP]

Post by Arc_Shielder »

Nice work Grob.
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AFsoccer
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Re: [Map]Torgan Valley (2km) [WIP]

Post by AFsoccer »

When I look up Torgan, Afghanistan in Google Earth, it looks like this:

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Which looks really cool. If possible, try to use this more closely as a reference (i.e. get rid of the lake, make the terrain less flat, etc.). Maybe even use one of the terrain generation methods from the tutorials and import the real world terrain.

It's important when you first start a map to decide basic placement and have an overall game plan, so I would suggest taking your minimap and drawing layers on top of it. Getting everything laid out will prevent having to re-do areas later.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map]Torgan Valley (2km) [WIP]

Post by sylent/shooter »

[R-DEV]AFsoccer wrote: Getting everything laid out will prevent having to re-do areas later.
Listen to this man; I didn't and I have CONSTANTLY gone over areas because they didn't look good xD -----> that and he is my mapping idol <(O_O<)

lol


good start already though.

Killing the enemy sylently
AfterDune
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Re: [Map]Torgan Valley (2km) [WIP]

Post by AfterDune »

http://img15.imageshack.us/img15/1604/37064005.png

Is that runway long enough to take off from? And more important: is it long enough to land on?
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Phoenixo_Idaho
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Re: [Map]Torgan Valley (2km) [WIP]

Post by Phoenixo_Idaho »

Pretty nice Draft !

Some good works has already been done. However, i support AFsoccer advices. Can't wait to test your map.

Keep up the good work ! :p
Phoenixo_Idaho ; Medic & Mortars Specialist
AfterDune
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Re: [Map]Torgan Valley (2km) [WIP]

Post by AfterDune »

Good good :D .
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lucky.BOY
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Re: [Map]Torgan Valley (2km) [WIP]

Post by lucky.BOY »

Could you post a wireframe of that runway? Those markings should really be modeled into the runway, not just on a texture, so they stand out in distance nicely. The airbase model should be more sunk into the ground, with the top just like 1cm above it.
Treshold marking (big parallel stripes on end of runway) should really be on both ends of runway, as the runway would be used in both directions depending on the direction of wind. The runway in the video you posted also has them on both ends.

As was said before, mapping from one corner of map to another isnt really a viable way of doing things. Try to have basic plan laid out first. Also those hills in corner of map with alternating stripes of grass and sand look more like from Fable to me, though I might have to see them from infantryman's perspective to be able to judge on them.
Rhino
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Re: [Map]Torgan Valley (2km) [WIP]

Post by Rhino »

Grober wrote:p3d.in - Runway
As lucky said, needs to be like this: https://www.realitymod.com/forum/f189-m ... rbase.html

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Rhino
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Re: [Map]Torgan Valley (2km) [WIP]

Post by Rhino »

Grober wrote:why it is so important?
i dont get it
If you look at the SS of your runway:
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Note how blurry your markings are. It looks like someone has just thrown a tin of paint to crate them rather than actually got out a brush and painted them down. The further away the markings are too, like at the end of the runway, the more washed out they get, due to the mipmaps... But worst of all, you need a massive colour texture (for a 1km long runway, one bigger than BF2 can actually use, providing you keep it stitched) in order to archive any kind of marking detail at all. Note how sharp the markings are and
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With using polies, which are very, very cheap in comparison to a massive colour texture, you can get very sharp (although yes, a little too sharp but better than the blurriness you get from a texture) that don't wash out from a distance (very important for trying to land, don't want to markings to totally wash out like they do on Test Airfield since they are painted onto the terrain in much the same way).
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Haven't just done it for the hell of it :p


You also should really look into using the correct airbase textures, the ones your using don't work very well IMO.


EDIT: also your runway sides should be going directly downwards, shouldn't have a slant like the Qinling runway and as lucky said, then should be sunk in more:
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simeon5541
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Location: Serbia

Re: [Map]Torgan Valley (2km) [WIP]

Post by simeon5541 »

Can you believe that I have copied this link with intention
to post it here since this is one priceless video of Polish Mi-24 in Afghanistan ?
Anyway,good luck with map and question . . .
Hinds ? Can we expect them ? :) Thanks.
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