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Community Maps Maps created by PR community members. |
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2010-04-28, 15:04 | #81 |
Retired PR Developer
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Re: [Map] Wake Island (4km) [WIP]
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2010-04-28, 23:15 | #82 |
Join Date: Jan 2010
Posts: 73
United States of America
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Re: [Map] Wake Island (4km) [WIP]
Never trouble another for something you could do yourself. -- Jefferson
Grew tired of unrestricted woods a bit, and I wanted a realistic Wake Island map... Dev tutorials gave the how-to's... so I am learning as I go to make one. There's no real logic behind doing it, just pure ADD driven impulse and perfectionism ... and no, those don't go well together. |
2010-04-28, 23:23 | #83 |
Join Date: Aug 2007
Posts: 2,083
Afghanistan
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Re: [Map] Wake Island (4km) [WIP]
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2010-05-06, 20:20 | #84 |
Join Date: Jan 2010
Posts: 73
United States of America
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Re: [Map] Wake Island (4km) [WIP]
Ok I think I'm at the part where I need some community support. Everythings pretty much final outside clutter but a few quirks make it feel wrong. Mostly the overgrowth is just plain wrong and from a lack of options, three buildings have Arabic signs/graffiti on them.
Buildings are obvious fixes, either retexture or create a American military styled two story office/apt and single story warehouse/garage buildings. Overgrowth is a more pressing matter as it makes this map. The video below shows what it should look like and my updated first post video shows what I have (minus palms). Difference is my mosh-pit vs reality's crazy pine style; a Ironwood trees (Casuarina equisetifolia) single and cluster, and a Tree Heiliotrope (Tournefortia argentea) large low bush. Unless there are some Blender tutorials which I can't find, I'll need someone willing to fill my inadequacies on this? Or is the looming intro of ArmaII:PR going to make what I have all I'll get? I could possibly make the models and textures but I've never been all that handy with UV mapping and knowhow of game mechanics; lods, polys, col, oh my. |
Last edited by Dankicity; 2010-05-07 at 17:47..
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2010-05-08, 15:35 | #87 | |
Join Date: Apr 2010
Posts: 628
United States of America
Location: Pittsburgh
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Re: [Map] Wake Island (4km) [WIP]
This is actually common on some maps. Silent Eagle has a Chinese Gas Station.
Quote:
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2010-05-08, 20:40 | #88 | |
Join Date: Jan 2010
Posts: 73
United States of America
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Re: [Map] Wake Island (4km) [WIP]
Quote:
To confine it means adding a large van sized, (mostly) impassable bush which doesn't exist. The trees are just a smaller radius, dark trunk spruce tree model with pine needles. That look really does make the map for me but it won't stop me from finishing it. | |
2010-05-17, 19:26 | #89 |
Join Date: Jan 2010
Posts: 73
United States of America
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Re: [Map] Wake Island (4km) [WIP]
Another Dankicity ADD production. I was playing around with putting elevation lines on the minimap but couldn't get a minimap without rendering the terrain in it as to consist of statics nor could I figure out how to reduce the number of lines. It does let me see where some terrain LOD issues might be.
Progress : Only have a couple dirt roads left, one main road that doesn't like me, and a bridge. Fences and walls are in with a single pass on clutter. Needs one more pass on clutter and a pass on rocks. Shouldn't be long now and if I must say so it's looking pretty freaking awesome ->!<- Also forgot to ask if the ch_heavyjeep (i think) was a usable vehicle. It's amphibious but looks to have a bad LOD. |
Last edited by Dankicity; 2010-05-17 at 22:46..
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2010-05-18, 00:02 | #90 |
Join Date: Oct 2007
Posts: 2,553
Location: Under my desk
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Re: [Map] Wake Island (4km) [WIP]
looks great, cool color map work. personally i think the blue water and white sands clash a little too much. more screens!
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