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Old 2016-02-13, 16:37   #131
derg
Default Re: [Map] Musa Qala (2km) [WIP]

youve come a long way man, nice work!
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Old 2016-02-13, 17:57   #132
Dude_Nukem
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Default Re: [Map] Musa Qala (2km) [WIP]

It's looking great man! Eager to play some SPG-techy on this map.

I have a couple of questions:
1)What are the arrows for, looking at the AAS layer. Spawnpoints?
2)What's the reason for no artillery for opfor but bluefor does?
3)What will be the view distance on this map? Just curious.
4)Will there be 'water' bridges to cross?

Haha, I am just being curious. Had some spare time on my hands, and hiding away from school stuff. Anyway, keep it up!

The dude: Yeah, well, you know.. that's just like, uh.. your opinion man.
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Old 2016-02-15, 01:36   #133
Max_
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Default Re: [Map] Musa Qala (2km) [WIP]

Thanks for the support guys.

Quote:
Originally Posted by Dude_Nukem View Post
I have a couple of questions:
1)What are the arrows for, looking at the AAS layer. Spawnpoints?
2)What's the reason for no artillery for opfor but bluefor does?
3)What will be the view distance on this map? Just curious.
4)Will there be 'water' bridges to cross?Anyway, keep it up!
  1. Rally points at the start of the game. (I want to try something new, still an experiment)
  2. Taliban have mortars area attacks, it doesn't show on the Layer Overviews.
  3. <800
  4. Yes, there will be land bridge on the south, north side of the main river and near the BluFor main Base. A few CSBs along the main river and the south river.





Those are the 4-ways intersection for the moment. I'll add some variation with the prios to all of them, same with the 3-ways.


Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
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Last edited by [R-DEV]Max_; 2016-02-15 at 08:01..
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Old 2016-02-15, 20:00   #134
Zeno

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Default Re: [Map] Musa Qala (2km) [WIP]

Quote:
Originally Posted by max nice View Post
Thanks for the support guys.


  1. Rally points at the start of the game. (I want to try something new, still an experiment)
  2. Taliban have mortars area attacks, it doesn't show on the Layer Overviews.
  3. <800
  4. Yes, there will be land bridge on the south, north side of the main river and near the BluFor main Base. A few CSBs along the main river and the south river.





Those are the 4-ways intersection for the moment. I'll add some variation with the prios to all of them, same with the 3-ways.
that some high quality intersection right there :P
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Old 2016-02-16, 02:58   #135
Max_
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Default Re: [Map] Musa Qala (2km) [WIP]

Why can't I have nice things, in-game the "large roads" fight with the "intersection roads" to get on top of each other depending of the angle and distance you look at them, and yes my prios are set correctly.



I will explore the custom intersections statics way.


Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
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Last edited by [R-DEV]Max_; 2016-02-16 at 03:05..
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Old 2016-02-16, 07:17   #136
derg
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yeah, having the same problem, iirc outlawz reported the same
seems like a rather new issue (post 1.3?)

GT-I9515
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Old 2016-02-17, 18:42   #137
Outlawz7
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Default Re: [Map] Musa Qala (2km) [WIP]

When you say "large roads" and "intersection roads", is that two different road templates? If so, good luck, I never figured it out. Some road templates just happen to get on top of other templates, couldn't find the logic behind it. Best to use only one road template.

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Old 2016-02-18, 08:30   #138
Rhino
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Default Re: [Map] Musa Qala (2km) [WIP]

Best way to fix it would be to make a new intersection static/texture, so you don't have overlapping roads and just connect your roads to the intersection static. Biggest downside to this, other than having to make it, is the intersection does need to be placed on flat terrain

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Old 2016-02-18, 10:31   #139
Max_
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I took a look at the BF2 and your intersections for mutrah and find out that I need to make brand new one.
Because BF2 roads textures are only one half of the road with a mirror to get the full road.

Later today I'll start working on them and redo my fields because I need lods, mainly the corn fields, those are heavy as hell.

Sent from my XT1032 using Tapatalk


Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
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Old 2016-02-18, 22:03   #140
Max_
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Default Re: [Map] Musa Qala (2km) [WIP]

I tried...

As you can see this isn't my thing.

I'll try again, latter.
I need to cut the entrance by half so it won't be that huge and have more movement near the intersection to connect a road.

I tried to follow the texture tutorial, really hard without screenshots, thanks ImageShack for purging them.




EDIT: Finally figured out how UV works






EDIT2: Colors are a bit off for some reason.



also a very complex assets list. (INS64)


Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
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