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2016-02-13, 16:37 | #131 |
Join Date: Mar 2009
Posts: 237
Germany
Location: Munich
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Re: [Map] Musa Qala (2km) [WIP]
youve come a long way man, nice work!
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2016-02-13, 17:57 | #132 |
Join Date: Jul 2010
Posts: 127
Netherlands
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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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Last edited by Dude_Nukem; 2016-02-13 at 19:09..
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2016-02-15, 01:36 | #133 | |
Retired PR Developer
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Re: [Map] Musa Qala (2km) [WIP]
Thanks for the support guys.
Quote:
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. | |
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Last edited by [R-DEV]Max_; 2016-02-15 at 08:01..
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2016-02-15, 20:00 | #134 | |
Join Date: Sep 2008
Posts: 3,416
Norway
Location: uskedal
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Re: [Map] Musa Qala (2km) [WIP]
Quote:
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2016-02-16, 02:58 | #135 |
Retired PR Developer
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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. |
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Last edited by [R-DEV]Max_; 2016-02-16 at 03:05..
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2016-02-16, 07:17 | #136 |
Join Date: Mar 2009
Posts: 237
Germany
Location: Munich
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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 |
2016-02-17, 18:42 | #137 |
Retired PR Developer
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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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2016-02-18, 08:30 | #138 |
Retired PR Developer
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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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2016-02-18, 10:31 | #139 |
Retired PR Developer
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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 |
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Last edited by [R-DEV]Max_; 2016-02-18 at 21:49..
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2016-02-18, 22:03 | #140 |
Retired PR Developer
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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) |
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Last edited by [R-DEV]Max_; 2016-02-19 at 06:34..
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