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Old 05-25-2011, 06:47 PM   #81
Robskie

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Default Re: [Map] Liberation (2km) [Concept]

Well hopefully you find it! If you need any searching or references for some pictures, feel free to inbox me!
Would be great addition!

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Old 05-25-2011, 07:22 PM   #82
[R-DEV]Rhino
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Default Re: [Map] Liberation (2km) [Concept]

Quote:
Originally Posted by Robskie View Post
Are you considering different skins for the Gadaffi forces? or just MEC?
Its possible, although you could also make a new faction based on the MEC.

The simplest option is just to use the MEC and anything extra is a bonus.

EDIT: @ReaDeath, might be worth talking to |TG-Irr|Nixon about it as he has done some nice work on some new Canadian skins and might be up for this task now they are almost finished?
http://www.realitymod.com/forum/f388...ml#post1599941

Quote:
Originally Posted by Shovel View Post
I know, that's what I was saying. I was responding to lucky's comment.
sorry quoted the wrong person by mistake, fixed

Quote:
Originally Posted by Reddeath View Post
So I am having a problem with saving, but I can not save the terrain. After saving, when I reload the map the terrain is back to its default flat surface.

Same deal with objects.



With those settings for a save, am I doing anything wrong that would cause my terrain to not save? or do I have to separately load a terrain file?
Humm, you should be fine with saving thous settings, although to update the terrain only on the editor side (not ingame side) you only need to save the "Terrain" box, the "complied terrain" is for ingame use.

Dose it crash once you have saved it? It might be a read-only problem, check your map folder to make sure everything has "Read-Only" unchecked.


If your files are read-only then the editor wont be able to save to them and will most likely crash after trying to save to them.


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Old 05-25-2011, 07:31 PM   #83
Reddeath
Default Re: [Map] Liberation (2km) [Concept]

Problem Solved, Thank you Rhino

Maybe I can soon kick this up to WIP instead of Concept


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Old 05-25-2011, 07:59 PM   #84
[R-DEV]Rhino
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Default Re: [Map] Liberation (2km) [Concept]

gdgd, kinda need WIP pics for that although can do if you want. Do you want the name to say as Liberation or do you want it changed to Benghazi or anything too?

I also edited my post above in relation to new MEC/Libyan textures


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Old 05-25-2011, 08:21 PM   #85
Reddeath
Default Re: [Map] Liberation (2km) [Concept]

Quote:
Originally Posted by [R-DEV]Rhino View Post
gdgd, kinda need WIP pics for that although can do if you want. Do you want the name to say as Liberation or do you want it changed to Benghazi or anything too?
What I mean is that now that I can actually save, I may be able to make progress in the editor, and kick this up to WIP, when I get editor pics of course.

and yes, you can change the thread title to Benghazi, its the most likely title. Thank you.

as for the reskin, would it be possible to do that for a single map? or would I be essentially making a new faction (copy of MEC) with different textures?


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Old 05-25-2011, 08:34 PM   #86
[R-DEV]Rhino
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Default Re: [Map] Liberation (2km) [Concept]

Quote:
Originally Posted by Reddeath View Post
What I mean is that now that I can actually save, I may be able to make progress in the editor, and kick this up to WIP, when I get editor pics of course.
ah rgr

Quote:
Originally Posted by Reddeath View Post
and yes, you can change the thread title to Benghazi, its the most likely title. Thank you.
done

Quote:
Originally Posted by Reddeath View Post
as for the reskin, would it be possible to do that for a single map? or would I be essentially making a new faction (copy of MEC) with different textures?
If the only thing that was different where the skins you can easily do that with a map texture surfix, much like how I have all the buildings much whiter on muttrah than they are on other maps, or like how vehicles have got green camo on woodland maps

If you wanted more than just new textures, like different team names and kit setups then you would be looking into making a new faction, although you could do different kit setups without a new faction but best to make a new one if your going to do that.


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Old 05-25-2011, 09:29 PM   #87
Reddeath
Default Re: [Map] Benghazi (2km) [Concept]

Ok, couple small tweaks.



After reviewing some elevation data I came up with this very poorly done map of how I imagine the elevation to be. There will be ditches and bumps where I feel they are needed, but this is, while not 100% accurate to the city, it is as close as I will probably get in the BF2 engine to avoid problems.


note: the height differences are miniscule, nothing drastic, aside from the water of course.

Anything I should reconsider in this layout before I proceed with building it?


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Old 05-25-2011, 10:31 PM   #88
[R-DEV]Rhino
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Default Re: [Map] Benghazi (2km) [Concept]

First of all, CSB postions look good, I would still be tempted on moving the most southern one right to the edge of the map but the position you have got is good as its the shortest point down there


Is that your actual base heightmap your working on?

If so the first thing I would point out is that your not using the maximum potential of your heightmap. Basically with your heightmap you have upto 0% and 100% black to work with, and at the moment your only using 18% of the potential of your heightmap with the current heighest and lowest point on it. The more you use out of your heightmap, the more control you have over your terrain and the less Terrain LODs affect your terrain, which is a very big thing epically when it comes to things like sea walls etc

Here's a quick heightmap I've made on the area for you, will need tweaking in the editor but it gives you a good use of the heightmaps potential and you just need to change the editor's max height setting of your map to around 50m should give you the min and max heights of the real terrain



If you want a .psd of that heightmap thats in 2048x2048 just ask and I'll send it over

I also put in the extra height changes further away from the shore you had although with a better gradient but tbh I would work your city on a 100% flat base as for one its much simpler but its very easy to get lots of floaters even on a small gradient like this and you will be spending so much extra time on levelling out the terrain for each building etc I personally wouldn't bother but its up to you, if you did go with it and did it well it would look and play very well thou


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Old 05-25-2011, 11:07 PM   #89
Reddeath
Default Re: [Map] Benghazi (2km) [Concept]

What I made in Photoshop was purely a visual example on how I intend the map to be, I am sticking with using the terrain editor tools, the city will be mostly flat, areas like parks will have slight variation just so it does not look unnatural, but I still want to slightly raise the north-eastern part of the city at a point where it wont leave room for floaters, like a road being the dividing line for example.

As for the CSB, when I get to that stage in adding it to the map, I still decide its fate then, I don't really want it 5 meters from the edge of the map because to me its an immersion-killer when you got nice detailed land and then a dividing line into flat low-res nothingness, but we will see how it turns out, and also at the same time the distance is a factor, just feels silly having a 10 piece CSB and I feel like that would never get any use.

While in the editor when making the lake/oceans there is a lot of twitchyness between the water and terrain, I am doing everything I can to avoid this and I think I am doing a decent job at it, but out of curiosity, is what I see what I get? or will be look better in the actual game?


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Old 05-25-2011, 11:21 PM   #90
[R-DEV]Rhino
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Default Re: [Map] Benghazi (2km) [Concept]

Quote:
Originally Posted by Reddeath View Post
What I made in Photoshop was purely a visual example on how I intend the map to be, I am sticking with using the terrain editor tools, the city will be mostly flat, areas like parks will have slight variation just so it does not look unnatural, but I still want to slightly raise the north-eastern part of the city at a point where it wont leave room for floaters, like a road being the dividing line for example.
Yep rgr


Quote:
Originally Posted by Reddeath View Post
As for the CSB, when I get to that stage in adding it to the map, I still decide its fate then, I don't really want it 5 meters from the edge of the map because to me its an immersion-killer when you got nice detailed land and then a dividing line into flat low-res nothingness, but we will see how it turns out, and also at the same time the distance is a factor, just feels silly having a 10 piece CSB and I feel like that would never get any use.
Ye sounds like a good plan, although providing you make your surrounding terrain well (which you can when its just sand for the most part) it shouldn't look to bad providing you don't have players going right next to it but having them just off of it is fine


Quote:
Originally Posted by Reddeath View Post
While in the editor when making the lake/oceans there is a lot of twitchyness between the water and terrain, I am doing everything I can to avoid this and I think I am doing a decent job at it, but out of curiosity, is what I see what I get? or will be look better in the actual game?
Do you mean you can't see though the water? That will all clear up once you add ENV maps and lightmaps to your terrain providing there is a nice beach


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