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Old 07-09-2009, 05:11 AM   #21
[R-COM]HangMan
NZDF Faction Lead

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Default Re: [Map] Bamyan Province [WIP]

WIP Taliban Positions:

This is just one of the many taliban positions that overlook Bamyan town. The machine gun can suppress enemies in the sky and in the town making it even harder to maneuver.



note: Since last screenshots i have removed the overgrowth and most small vegetation as it made my editor lag a bit. Will put it back in at the end


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Old 07-19-2009, 05:11 AM   #22
[R-COM]HangMan
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Default Re: [Map] Bamyan Province [WIP]

Update: I have started on some new cave systems in the mountains, overgrowth is being re done (have some problems to overcome).

All buildings in the main town are done. Now i'm working on other small settlements.

Any way here are some WIP shots i took today of things i've been working on.


WIP Northside Hill Village:

Still very WIP. This will make for a very cool cache location in the insurgency game mode. Has plenty of vantage points for snipers and will just be a cool place for firefights.




WIP East Ridge Estate:

This is an estate type complex situated on a ridge overlooking Bamyan township. From this position Taliban can overlook both the road into Bamyan and Kiwibase :S (I'm going to solve this thought to stop spawn rape)






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

Post ne feedback

HangMan


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Old 07-19-2009, 09:02 AM   #23
AquaticPenguin
Default Re: [Map] Bamyan Province [WIP]

The fields look very small and irregular, and there's a lot of space between them which isn't used by anything. Realistically I imagine they'd be larger, more even fields - kind of like operation archer. I love the layout and the general feel of the map though, looks like it could be a basis for a lot of heroic firefights ^_^
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Old 07-19-2009, 09:29 AM   #24
Priby

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Default Re: [Map] Bamyan Province [WIP]

Yep, you really have to rework your fields. It looks kinda odd if they all are perfectly square and have the same size.



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Old 07-19-2009, 10:12 AM   #25
Zeno

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Default Re: [Map] Bamyan Province [WIP]

i suggest using detailed texture mode when taking screenshoots becuse texture mode looks fucked up...


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Old 07-19-2009, 01:16 PM   #26
Double Doppler

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Default Re: [Map] Bamyan Province [WIP]

is this going to be an introductory map to the NZ Defence force?
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Old 07-19-2009, 06:14 PM   #27
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Default Re: [Map] Bamyan Province [WIP]

Quote:
Originally Posted by Double Doppler View Post
is this going to be an introductory map to the NZ Defence force?
why would it be? their is no NZ forces in PR i know that someone suggested them but no real work has been seen.

Quote:
Originally Posted by Priby View Post
Yep, you really have to rework your fields. It looks kinda odd if they all are perfectly square and have the same size.
I'm sure he would Priby if the community had access to more than just square fields. We must wait till 0.9 for overgrowth fields so we can make them any shape or size I CANT WAIT!
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Old 07-19-2009, 06:48 PM   #28
[R-DEV]Rhino
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Default Re: [Map] Bamyan Province [WIP]

[QUOTE=XxX_HangMan_XxX;1088446]

thous square corn fields will crash your map ingame, dont use them. I would only paint your fields as undergrowth for the time being so your ready to put the new fields in.

Also stretching the bars out to the sides to try and make your view bigger only stretches the pixels and that's why your images look soo low quality, look at one of my editor shots and you will notice the main image looks high quality.

http://img384.imageshack.us/img384/7...009095553q.jpg
(pic from texture pallets tut before ppl start asking is that a new static)


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Old 07-20-2009, 03:10 AM   #29
[R-COM]HangMan
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Default Re: [Map] Bamyan Province [WIP]

Quote:
Originally Posted by Priby View Post
Yep, you really have to rework your fields. It looks kinda odd if they all are perfectly square and have the same size.
Quote:
Originally Posted by AquaticPenguin View Post
The fields look very small and irregular, and there's a lot of space between them which isn't used by anything. Realistically I imagine they'd be larger, more even fields - kind of like operation archer. I love the layout and the general feel of the map though, looks like it could be a basis for a lot of heroic firefights ^_^
There is undergrowth between them and some overgrowth. Didn't have them turned on for the pics. I am going to make them bigger but atm they are just kind of placeholders to remind me not to put other crap there lol.

Quote:
Originally Posted by Double Doppler View Post
is this going to be an introductory map to the NZ Defence force?
This was supposed to be for NZDF faction but that got canned so until it does come along (fingers crossed) it is likely to be a BLUFOR placeholder (Undecided, hoping ADF)

Quote:
Originally Posted by [R-DEV]Rhino View Post
Quote:
Originally Posted by XxX_HangMan_XxX View Post


thous square corn fields will crash your map ingame, dont use them. I would only paint your fields as undergrowth for the time being so your ready to put the new fields in.

Also stretching the bars out to the sides to try and make your view bigger only stretches the pixels and that's why your images look soo low quality, look at one of my editor shots and you will notice the main image looks high quality.

http://img384.imageshack.us/img384/7...009095553q.jpg
(pic from texture pallets tut before ppl start asking is that a new static)
Thanks Rhino Its nice to have some one with a lot of experience giving their opinion. I will have to wait for the fixed fields to be released then if these ones won't work how are they done for archer?

Thanks for feedback

HangMan


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Last edited by [R-COM]HangMan; 07-20-2009 at 07:14 AM..
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Old 07-21-2009, 03:58 AM   #30
[R-DEV]Rhino
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Default Re: [Map] Bamyan Province [WIP]

Quote:
Originally Posted by XxX_HangMan_XxX View Post
Thanks Rhino Its nice to have some one with a lot of experience giving their opinion. I will have to wait for the fixed fields to be released then if these ones won't work how are they done for archer?

Thanks for feedback

HangMan
Archer uses a slightly different corn field from the one you are using. If you look at Archer it is using a 50m or something one that has rough edges much like that rice field you have put down and not hard, strait square edges that you have on your corn fields at the moment. The square blocks of corn fields where tests done by matt.b back in the day when they where first being made and since they did not work out as they hoped they would due to lighting issues, lods etc where never made for them and as such, they crash the game on load. Somehow they made it into the main PR build and some how each release I and everyone else keeps on forgetting to delete them out of the repo but ye, they need to be

You can go ahead and use the one Op Archer uses BUT, what I would do is setup your map to use my new overgrowth fields that are coming in as these are far improved and will give you much more flexibility when placing down fields.
Link: http://www.realitymod.com/forum/f316...ew-fields.html


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