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Old 06-09-2008, 02:20 AM   #11
[R-DEV]Rhino
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Default Re: [WIP - MAP] Ksatta Osay

cool. but ehh, you've said your map is 4x4kms? looks more like a 512x2 map to me (1x1km) or a 1024x2 (2x2km) max going by your minimap pics.

what game mode you planning on using, AAS, INS?

Also for your fields try and use as many overgrowth fields as possible.


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Old 06-09-2008, 06:45 AM   #12
Sgt.Trip

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Default Re: [WIP - MAP] Ksatta Osay

im pretty sure its 4x4! but i could be mistaken LOL

yeah my opium is undergrowth atm i couldnt figure the overgrowth grass out. (maybe i didnt try hard enough... probably up too late!)

i tried using the "wild_grass" static as an overgrowth but it never showed up...!

also jus placing the grass as a static did werid things too.... half the grass was in shadow and look werid.... not sure why!

any tips Rhino would be nice...



as for mode i was jus planing on AAS.

INS would work quite well on the map with the large area but as of yet im not inclined to the idea...!

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Old 06-09-2008, 06:49 AM   #13
[R-DEV]Rhino
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Default Re: [WIP - MAP] Ksatta Osay

you can tell by the width of the roads its not 4x4, 4x4km is kashan size...

the overgrowth fields are meant to be placed as statics, and the reaoson 1/2 of it is in shadow is cos your light settings need lots and lots of work generally.

Color Lightsettings Tutorial - Official BF Editor Forums

If your doing AAS its best you work out your flag setup, cap order, choke points etc and work with them.


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Old 06-09-2008, 02:12 PM   #14
Jonny

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Default Re: [WIP - MAP] Ksatta Osay

The 50m wildgrass fields dont show up in the editor untill you are really close, but they DO work ingame. It just looks really wierd in the editor when they suddenly appear.

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Old 06-10-2008, 02:45 AM   #15
Sgt.Trip

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Default Re: [WIP - MAP] Ksatta Osay

jus change the renderer - minculldistance - 200000

to see statics from a distance...! the 50m one always shows up for me!

hmmm ill try the wild grass again......






here is the static grass!
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opium2.jpg  

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Old 06-10-2008, 03:09 AM   #16
[R-DEV]marcoelnk
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Default Re: [WIP - MAP] Ksatta Osay

looks great so far.
what i hate about fieldstatics is that you cant properly place them on uneven tarrain . i tried to do so by placing lots of small 10x10 m statics and adapt them to the terrain but it looks crap and would be a lot of work for a big map...


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Old 06-10-2008, 10:55 AM   #17
mazur mikola

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Default Re: [WIP - MAP] Ksatta Osay

cool
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Old 06-13-2008, 09:39 PM   #18
[uBp]Irish

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Default Re: [WIP - MAP] Ksatta Osay

looks pretty freakin sweet so far.


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Old 06-14-2008, 04:59 PM   #19
[R-DEV]Hans Martin Slayer
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Default Re: [WIP - MAP] Ksatta Osay

looks pretty good so far, keep it up!

Quote:
jus change the renderer - minculldistance - 200000
heh, no need for that value, i think 1000 or 2000 is the max render distance anyways iirc..


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Old 06-15-2008, 12:35 AM   #20
[R-DEV]Tonnie
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Default Re: [WIP - MAP] Ksatta Osay

great map would love to see more updates tho.. anyway no rush


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