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Old 2014-01-11, 02:46   #21
Rudd
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Default re: [Map] Bamyan (4km)[WIP]

Quote:
Another question, I remember something about adding a line of text to some file if you are working with 4km maps. Is that still required?
Yea, add it to the tmp.con or just nick one from another 4k map.

Dont add to the terrain.con or you'll constantly overwright it


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Last edited by Rudd; 2014-01-11 at 05:16..
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Old 2014-01-11, 03:17   #22
Rabbit
Default re: [Map] Bamyan (4km)[WIP]

Quote:
Originally Posted by [R-DEV]Rudd View Post
Another question, I remember something about adding a line of text to some file if you are working with 4km maps. Is that still required?
Not a requirement but is this what you mean?
Code:
terrainCuller.baseCellSize 256
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Old 2014-01-11, 03:24   #23
[R-DEV]​Ason
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Default re: [Map] Bamyan (4km)[WIP]

Quote:
Originally Posted by Rabbit View Post
Not a requirement but is this what you mean?
Code:
terrainCuller.baseCellSize 256
Should I add that to the tmp aswell?


I'm having the same problems as Turkish with tiles of the terrain disappearing from a distance but I already got
Code:
terrainCuller.setUseStitchedLods 0
in the tmp which was the solution Mineral gave Turkish, is there something else I can try?
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Old 2014-01-11, 03:30   #24
Rabbit
Default re: [Map] Bamyan (4km)[WIP]

Quote:
Originally Posted by Mrslobodan View Post
Should I add that to the tmp aswell?
All that does is reduces/ removes morphing terrain, although it can be very hard on a lot of peoples computers.
Quote:
Originally Posted by Mrslobodan View Post
I'm having the same problems as Turkish with tiles of the terrain disappearing from a distance but I already got
Code:
terrainCuller.setUseStitchedLods 0
in the tmp which was the solution Mineral gave Turkish, is there something else I can try?


Post some screen shots of it,However that line should fix it.
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Old 2014-01-11, 03:53   #25
[R-DEV]​Ason
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Default re: [Map] Bamyan (4km)[WIP]

I added both of the lines to the tmp but no luck

(ignore shadows, used grozny lightmaps to be able to load the map)
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Old 2014-01-11, 04:10   #26
Rabbit
Default re: [Map] Bamyan (4km)[WIP]

Take the tmp from bijar canyons and place it into your map folder, to make sure there was no problem with the tmp being created.
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Old 2014-01-11, 04:21   #27
[R-DEV]​Ason
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Default re: [Map] Bamyan (4km)[WIP]

yes it worked, thanks Rabbit
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Old 2014-01-11, 05:16   #28
Rudd
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Default re: [Map] Bamyan (4km)[WIP]

Quote:
terrainCuller.baseCellSize 256
note, this is associated with a FPS drop; only use if absolutely necessary


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Old 2014-01-11, 20:55   #29
[R-DEV]​Ason
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Default re: [Map] Bamyan (4km)[WIP]

Quote:
Originally Posted by [R-DEV]Rudd View Post
note, this is associated with a FPS drop; only use if absolutely necessary
The map looks fine without it so no need for it

Concept:
Here are some pictures of the map. This is the kind of environment I had in mind.
Hills with alot of bushes and stones to hide behind. Some small village in a valley somewhere but mostly single houses and shacks here and there.
US Army vs Taliban
US Assets:
humvees
Trans heli
CAS (perhaps jets on one layer and apaches on another)'
Taliban Assets:
Jeeps and cars (low amount of technicals)

I would like some opinions on this kind of map. The kind of vehicles is just a concept so mostly how do you think gameplay would be in an environment like this?


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Old 2014-01-11, 21:08   #30
Rabbit
Default re: [Map] Bamyan (4km)[WIP]

Well, I say make at lease one layer where its just like a normal deployment and not a huge operation.

US Army

2 MK19 hmmwvs
6 regular hmmwvs
2 crow hmmwvs
2 logis
2 f-16s or 1 or 2 Apaches.

Taliban

suicide cars
regular civi cars
MG cars.

I also have a video/ pictures of our new CLOSED COP, which was against really all regulations, heh.
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