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Community Maps Maps created by PR community members. |
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2015-07-27, 08:54 | #11 |
Retired PR Developer
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Re: [Map] Khe Sanh (2km) [WIP]
Ye, but the advantages of using DEM Data is simply that you have a good base to work from and can then change it from there, saving you quite a bit of time overall
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2015-07-27, 09:34 | #12 |
Join Date: Jul 2006
Posts: 1,123
United Kingdom
Location: London
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Re: [Map] Khe Sanh (2km) [WIP]
I'm flailing with the heightmap thing, it's been ages since I did it last and I can't find the tutorial I used before...
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
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2015-07-27, 09:43 | #13 |
Join Date: Sep 2009
Posts: 1,772
Netherlands
Location: The Pub
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Re: [Map] Khe Sanh (2km) [WIP]
Jedimushroom I believe your second name is Jesus, you have listened to my prayers! Hail Jedi!
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We are staying up!
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2015-07-27, 10:08 | #14 |
Join Date: Jul 2006
Posts: 1,123
United Kingdom
Location: London
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Re: [Map] Khe Sanh (2km) [WIP]
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
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2015-07-27, 10:50 | #15 |
Join Date: Jul 2014
Posts: 214
Belgium
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Re: [Map] Khe Sanh (2km) [WIP]
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2015-07-27, 11:06 | #16 |
Retired PR Developer
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Re: [Map] Khe Sanh (2km) [WIP]
That is more generating random terrain rather than importing DEM data but the saving to BF2 are the same.
Probably not the best tut but has the basics: Transport Tycoon Forums ? View topic - How To: Generate Superb Heightmaps |
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2015-07-27, 11:12 | #17 |
Join Date: Jul 2014
Posts: 214
Belgium
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Re: [Map] Khe Sanh (2km) [WIP]
Ah yes, I used this tutorial to get the heightmap.
https://www.realitymod.com/forum/f18...age-heavy.html |
2015-07-27, 15:56 | #18 | |
Join Date: Sep 2008
Posts: 3,416
Norway
Location: uskedal
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Re: [Map] Khe Sanh (2km) [WIP]
Quote:
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2015-07-27, 16:33 | #19 |
Join Date: Jul 2006
Posts: 1,123
United Kingdom
Location: London
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Re: [Map] Khe Sanh (2km) [WIP]
I've decided to leave the DEM stuff for now, the resolution is too poor to make anything particularly workable out of it. Either way, here is some progress on the top of Hill 689! (Please excuse terrible quality editor screenshots).
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
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2015-07-28, 06:24 | #20 |
Retired PR Developer
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Re: [Map] Khe Sanh (2km) [WIP]
Nice work, a few points thou
First of all if your going to be repainting the terrain later then its not worth painting paths down right now and you may also want to do them with a road spline too, will have far more detail Next you can use the Random Tool with a very low strength to mess up the terrain, then use the smooth tool on top with a low strength to clean it up to give your rocky cliff faces some more life to them Next you shouldn't mix different types of sandbags, think I can see those "destroyable sandbags" around the helipad at the top which are buggy and are on the not to use static list too. Best to use the vBF2 sandbag series since they are the best we have unfortunately. Is that a section of destroyable wooden bridge I see between the two trenches on the right? if so its not a good idea to use them since if they are kept destroyable they can be destroyed and even with the dest code removed, they will still require a wreck lightmaps which is a waste on resources. Also for improving your editor view, follow this tut if you can, missing most of its pics now due to stupid imagehsack but hopefully you can still follow it: https://www.realitymod.com/forum/f18...esolution.html |
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