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Old 2015-06-21, 11:03   #81
Zeno

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

Looks like Kokan v2 with more variation! awsome work!
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Old 2015-06-21, 12:56   #82
Mully
Default Re: [Map] Musa Qala (2km) [WIP]

Maybe add some bushes near the shore of the rivers. That's nearly 300M of open spaces for scope equipped BlueFOR to engange OPFor inf who don't have scopes.
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Old 2015-06-21, 15:13   #83
[R-DEV]​Insanitypays
PR:BF2 Developer

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

Apart from the gameplay advantage, you should do some work to the aesthetic around the rivers to simulate areas of deposition and erosion along its path.
It also seems to be a significant body of fresh water, so there should naturally be some more foliage and likely a degree of human impact as well (structures, boats, pollution).


"Go to Heaven for the climate, Hell for the company." -Mark Twain
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Old 2015-07-11, 21:37   #84
Onil
PR Tournament Management
Default Re: [Map] Musa Qala (2km) [WIP]

Looking quite promising, keep up the good work!
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Old 2015-09-27, 20:57   #85
Max_
Retired PR Developer
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Default Re: [Map] Musa Qala (2km) [WIP]

Hey everyone,

I'm having a little problem after doing this,

This is the error it gives me when loading the map at "Collisions".


I'm using corn_maize_clump_01 and poppies_white_clump_01 for my fields.
Those fields uses lod1, so I removed them.

My final fields doesn't have a lod1.


I did regenerate my lightmaps and overgrowth atlas. Got the same result.

This is my OvergrowthAtlas.tai:
Code:
objects/staticobjects/pr/textures/rocks_c.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0, 0, 0.25, 1
/objects/vegitation/pr/textures/tallgrass.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.25, 0, 0.125, 1
objects/vegitation/pr/textures/tree_deciduous_2_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.375, 0, 0.25, 0.5
objects/vegitation/pr/textures/tree_deciduous_3_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.375, 0.5, 0.25, 0.5
objects/vegitation/pr/textures/tree_deciduous_4_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.625, 0, 0.25, 0.5
objects/vegitation/pr/textures/deciduous_bush_2_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.875, 0, 0.125, 0.25
objects/vegitation/pr/textures/hedgerow_20m_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.625, 0.5, 0.25, 0.125
objects/vegitation/pr/textures/hedgerow_10m_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.875, 0.25, 0.125, 0.125
objects/vegitation/pr/textures/tree_deciduous_lod_top.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.625, 0.625, 0.0625, 0.25
objects/vegitation/pr/textures/hedgerow_5m_lod.dds		levels\musa_qala\overgrowth\OvergrowthAtlas0.dds, 0, 0.875, 0.375, 0.0625, 0.125
I'm not sure if this is cause of the problem, but my fields aren't in OvergrowthAtlas.tai.

And I have no idea what to do now.

I attach my fields to this post in case someone want to look at them.
mq_corn_01:
mq_corn_02:
mq_poppies_01:
mq_poppies_02:

Thanks,
Attached Files
File Type: zip objects_server.zip (1.26 MB, 1 views)


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 2015-09-27, 21:09   #86
[R-DEV]Mineral
PR:BF2 Lead Designer
Supporting Member
PR Server License Administrator

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

Should update the tutorial, but yeah you need a _lod mesh and corresponding con and tweak files. Simply copy the staticmesh of the field and add _lod in the name.

https://www.dropbox.com/s/dtzy0zwx7k...ld_01.zip?dl=0

Then add con and tweak files similar to that one. In the end your setup should be similar.

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Old 2015-09-27, 21:37   #87
Max_
Retired PR Developer
Supporting Member

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

Thank you!


instead of 30


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 2015-09-27, 22:40   #88
[R-DEV]Mineral
PR:BF2 Lead Designer
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Default Re: [Map] Musa Qala (2km) [WIP]

Yeah it's a great method to improve performance Let us know if you run into any issues. It's still a bit of an experiment as we have reports of them dissapearing from certain angles etc.

Make sure your anchors and objects are all centered to 0,0,0!

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Old 2015-09-28, 16:28   #89
Max_
Retired PR Developer
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Default

Yesterday I ran around for a good 45 minutes and didn't found any issues.

Everything is set to 0,0,0.

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."
Max_ is offline
Last edited by [R-DEV]Max_; 2015-09-29 at 13:44..
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Old 2015-10-07, 20:22   #90
LiamNL
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Default Re: [Map] Musa Qala (2km) [WIP]

Damn this looks good, would really want an event to playtest this bad boy.
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