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Old 2008-11-05, 14:27   #11
J.F.Leusch69
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Default Re: [MAP] Radio Moscow

i think the community should made maps for the community fractions, cos they all lack on good maps! (..yeah not all but some!)

so change PLA vs milita to PLA vs. russia or something like that!

but first get the map to a piont where you can think about who will fight!!
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Old 2008-11-05, 17:30   #12
Scot
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Default Re: [MAP] Radio Moscow

Jagshamesh! My name a Borat! I like you! I like porno!! Remember what you do inside a voting booth is secret, I like to make a hand relief Niiiice!!!

Lolz, epic, can we include a Borat kit

But looking good so far, and I'm well up for PLA v Militia

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Old 2008-11-05, 17:49   #13
Priby
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Default Re: [MAP] Radio Moscow

Quote:
Originally Posted by [R-COM]TheScot666 View Post
Lolz, epic, can we include a Borat kit
Who wants to make the camo-texture?



Map looks good so far.
Like the terrain. Did you use real references?

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Old 2008-11-05, 18:37   #14
cat

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Default Re: [MAP] Radio Moscow

Quote:
i think the community should made maps for the community fractions, cos they all lack on good maps! (..yeah not all but some!)

so change PLA vs milita to PLA vs. russia or something like that!

but first get the map to a piont where you can think about who will fight!!
I am not opposed to community factions however the current goal is to make a map for stock PR. Yes having a russian faction would make sense. I wonder why there is none in PR.
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Old 2008-11-05, 19:26   #15
Priby
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Default Re: [MAP] Radio Moscow

Not sure if this was ironic, but
Russian Forces Mod - Project Reality Forums

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Old 2008-11-06, 03:51   #16
cat

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Default Re: [MAP] Radio Moscow

New update

I have added the major buildings for the Sawmill and decorated a bit. Also I have blocked out the outline for the Rebel Base. The height difference bewteen the two areas is approx 50-80m. The will be smaller trails leading down the slopes.

Now with 2 of 3 main CPs blocked out, left to do is the Peak area and the chinese spawn. (The CPs on the screenshots are by no mean finshed.) After the peak is designed, The next task will be creating the major roads connecting the map. Also there will be dense forest in the lower areas.
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Old 2008-11-06, 04:03   #17
bigpimp83
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Default Re: [MAP] Radio Moscow

do me a favor dont put a shit load of trees please.......
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Old 2008-11-06, 10:25   #18
LtSoucy
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Default Re: [MAP] Radio Moscow

Place your buildings then do your trees. if you really want to make it look good place each tree by hand, will come out 10x's better then with overgrowth option.


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Old 2008-11-06, 10:36   #19
cat

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Default Re: [MAP] Radio Moscow

Are there differences in performance and especially shadow maps between using static objects or overgrowth?
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Old 2008-11-06, 11:02   #20
OkitaMakoto
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Default Re: [MAP] Radio Moscow

Quote:
Originally Posted by LtSoucy View Post
Place your buildings then do your trees. if you really want to make it look good place each tree by hand, will come out 10x's better then with overgrowth option.
From what I have heard/read, that will cause A LOT of strain on systems as opposed to doing it with overgrowth. Especially if its a tree heavy/dense map.

Use overgrowth for as much as you can, then do the areas that you need precision by hand



@cat
I dont think theres much difference in terms of shadows or anything, I think its more related to how the map/coding calls up the trees. It's either having to draw them all up individually, or as one sort of 'pattern' for lack of a better word. As overgrowth, theres the overgrowth file that says the dispersion, density, distance from a similar tree, etc.

Once again, not 100% certain, but that's how I have always heard them described and it seems logical to me that way as well
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