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Old 05-01-2008, 02:10 AM   #261
CodeRedFox
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Quote:
Originally Posted by Jonny View Post
I dont know how easy it would be to do, but halving the height of everything would give (almost) the same effect as increasing the size.
This is not really a bad idea, maybe not half it. I'm doing some test right now but lowering the hieght a bit might get rid of my map tearing problem. I'll keep everyone up on how it goes



UPDATE: heights been changed and looking better
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Last edited by CodeRedFox; 05-01-2008 at 03:44 AM..
Old 05-01-2008, 08:12 AM   #262
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Glad you're not gonna scrap it coderedfox as this looks a deadly map! though i'm gonna have to agree with all the other folk, i'm not keen on all the new trees tbh, it just makes the map feel a lot smaller? imo.. anyways keep up the great work still looks amazing..

'Never in the field of human contact has so much been fired at so many by so few' - Apache Helicopter pilot Steve James
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Old 05-01-2008, 09:51 AM   #263
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Quote:
Originally Posted by [R-CON]Hans Martin Slayer View Post
looking very good there man!

what are you using to create the heightmap?
also, the pic on the left is the 1024 scale 4 version, right?

i'm asking because i'm trying to get into scale 4 maps as well at the moment to start on creating a r/l based map featuring air support. i've tryed to get into terragen today but the results are crap so far, so i guess i have to keep trying there.

i guess you do the heightmap in 3ds?


keep it rolling!
I started my first map this week and its a scale 4 1024 ( yeah I know I shouldnt for a first map )

Before even opening the bf2editor I spent a day messing with terrain software. if you really want to get into it then worldmachine is the way to go, but for a beginner I wouldnt even look at it.

I used some software called Geocontrol ( free for 30 days ) which is awesome and very easy to use based on the presets. Also you dont have to wait for render times etc. I got the heightmap from geocontrol and then did the rest in terragen. My map looks pretty sweet so far, but its certainly not easy!
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Old 05-01-2008, 11:09 AM   #264
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What kind of map are you making Spacemanc?


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Old 05-01-2008, 11:20 AM   #265
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Originally Posted by Mora View Post
What kind of map are you making Spacemanc?
In what way? It kind of looks like moorland - quite rocky and hilly so about 1/4 of map cant be used ( which is useful for me! )- and almost half the map will be a missile testing site. It has some nice vallys and Ive got the textures looking pretty sweet. It will be a map to encourage heli use - I wanted a nice map to test out my new heli!
Ill post a thread on it once i sort the under/overgrowth which should be tonight if I get the chance.
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Old 05-02-2008, 07:32 AM   #266
CodeRedFox
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PR_khara_V0895.zip

A test version of the map has been released to R-Con's and others. Hope to see some feedback.
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Old 05-02-2008, 06:22 PM   #267
paco

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Is there a link to the latest version somewhere? Map looks sweet.
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Old 05-02-2008, 08:58 PM   #268
CodeRedFox
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x
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Last edited by CodeRedFox; 05-03-2008 at 06:19 AM..
Old 05-03-2008, 06:19 AM   #269
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KHARA V0.896 - Change List

Hello everyone, seeing that my current version of this level doesn't contain any custom objects that were not created by me I'm letting this version go out to everyone. Hope maybe some of you can get it on a server and let me know if you encounter any issues. If you do download please leave any bugs you find. Feedback leads to a PR release. But first read my known bugs

Features:
British vs Insurgents.
Northern Afghanistan based map.
Fight from lush poppie crops to high Afghanistan hills.
Long and hard mountain pass the British will have to travel.
British Outpost with sniper rifle over looking the valley.
Many mountain trails.

British Goals
Push the Insurgents out of the valley. Then proceed into the mountains and find the Insurgent base.

Insurgents Gaols
The British have been cutting down valuable poppie fields. With nothing to lose attack the British outpost and keep the valley clean of the British army.

--------------------------------------------------------------------------------

INFANTRY and APC based Map

Map:
- Very low lightmap, most if not all objects will have dark spots on them
+ New beta cave system
- Cave system dosen't have the correct textures, very basic.
+ Overgrowth added and reduced
- Some floating objects I didn't get to, should be very little.

Game play:
+ More houses have been placed in the hills
+ Insurgent random rally points have been mixed up
- Apache removed (maps too small from my tests)

- File sizes not yet reduced

--------------------------------------------------------------------------------















Enjoy
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Last edited by CodeRedFox; 05-12-2008 at 10:18 PM..
Old 05-03-2008, 06:27 AM   #270
Jonny

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Will try to get it on the [EEF] server for you, password will be khara if you want to join.

Looks really really good so far.

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
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