klavan 0 Posted March 27, 2006 Hi all I'm currenltly editing a new map of the area around an-Nasiriyah. The region is crossed by rivers (and these are not a problem) and by some canals (these are a problem). Map makers, but not only, well know how this aspect of island editing can be a pain in the a** so i decided to ask for your opinion on this. Here's what's came up after some hours of editing: And here how it looks in the reality: So what's your opinion? Can be this result acceptable? Better to turn those canals into rivers (other two similar canals will be present in the map)? Or better to delete 'em from the map? Thanks Klavan Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 27, 2006 For armour etc , rivers are usually easier to cross than small canals, large canals are easier to cross than rivers ..... soooo ....... if they are small canals I'd suggest an addon be made to drop into the thinnist river you can make to make it into 45deg sided 3-6 meter wide canals .... this makes for a good barrier to slow stuff down and allow hidden movement. If its a large canal, (say wider than 30 foot, 10 meters) you might as well make it a "concrete" textured river as you can sculpt it with normal OFP terrain. my 2 cents. Share this post Link to post Share on other sites
nominesine 0 Posted March 27, 2006 Suggestion: Make them dry canals. The point of a canal is, after all, that you can regulate it and since there's a war going on (I suppose) it doesn't seem so strange if the canals are dried out. From a mapmaker's point of view this gives you an advantage. You can model the canal with the mapeditor and cover it's sides with "concrete looking" textures. The sharp edges wont look so strange then. Combine it with a bridge addon or two, and you will (hopefully) have something resembling the storm drains in Los Angeles (on a smaller scale, presumably). These fake canals must of course be elevated a bit (above or almost above the tide level), but that should just make things easier. If you manage to place them on the correct altitude you might even be able to have the water splash over their floor (like on regular OFP beaches) when the surf's up. Share this post Link to post Share on other sites
Sepe 1 Posted March 27, 2006 Yes well since the height of the water level changes with date and time of day, you could make these 'dry' canals and have them at a height that sometimes makes them full. Depends on how deep you want them though. But I say, keep them dry and maybe with about waist-height water at all times so that if you wall there, you don't immediately drown but can just run to a ladder and climb up. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted March 27, 2006 Made something like that some time ago, so it's possible to make a dried out canal/LA storm drain. Here is the result: Share this post Link to post Share on other sites
klavan 0 Posted March 27, 2006 To say the truth i'm more worried about the aesthetic aspect of the "problem" than others: in few words how they will look if comparer to the reality in terms of postion on the map and general geographical features. The canals are large in the reality (about 100 meters) so there shouldn't be any problem for the AI to cross 'em even if the borders are quite steep. @Nominesine If i would have to organize a defence a would keep 'em flooded the water in the canals: empty canals are easier to be crossed. Texturing the sides with concrete looking textures is not a problem. Good idea. @Dynamite_cow Good point, i will try to play around with terrain elevation. Make 'em dry only during certain periods could give more variety to the scenarios the palyer have to face. @Sniperwolf Good shot. Are the concrete textures made by you? Thanks Klavan Share this post Link to post Share on other sites
Sniperwolf572 758 Posted March 27, 2006 Graffiti are mine, but the texture is from BIS brigde undersection, I think you can find it in o.pbo. Share this post Link to post Share on other sites
klavan 0 Posted March 27, 2006 I found 'em just few seconds ago! Thank you anyway. Klavan Share this post Link to post Share on other sites
b_ringer25 0 Posted March 29, 2006 I would like to see your work in progress. Share this post Link to post Share on other sites
jakerod 254 Posted March 30, 2006 Just out of curiousity are you turning the satellite photos into textures and placing them on the map and going over them with objects? If so do you have any specific method because I have been trying to do this for one of my maps and it is taking a hell of a long time. Share this post Link to post Share on other sites
klavan 0 Posted March 30, 2006 @Jackerod Nope, i only use 'em as general reference. @b_ringer25 Actually the map is in it's very early stage of development and this situation will persist for the next (several) weeks. I'm still working on general terrain feature and the placing of the main road network. In addiction i'm currently creating new objects/buildings (dams, bridges and similar) for this pourpouse. To say the truth i don't even know if the map will be ready before ArmA release. Klavan Share this post Link to post Share on other sites
klavan 0 Posted April 4, 2006 A little update for those who are eventually interested: Some infos. The map size is 25x25 km but it covers a double area (50x50 km). It's scaled down +/- 1:2. Due to the well known limitations i was forced to change the orientation of the airbase and of the canals. The map will also include the towns of Suq al Suyhu and Karuk. Note that the objects above are beta. The needed addons will be cut down respect to the amount needed by Umm Qasr. I'm looking forward for Afghan Everon 2 and Bahadur for object and texture packs. Klavan Share this post Link to post Share on other sites
chris330 0 Posted April 4, 2006 They look wonderful. Well done indeed. Well crafted landscapes appeal to me I think even more than pretty vehicle additions to the game Share this post Link to post Share on other sites
eestikas88 0 Posted April 4, 2006 Yes,very well done. But i think that the dam has some lightning problems. Share this post Link to post Share on other sites
klavan 0 Posted April 4, 2006 But i think that the dam has some lightning problems. The textures are part of the nogova's bridge so no problem with 'em and the structure is substantially a big box. I think it's caused by a combination of DXDLL and the LLaumax sky addon. Klavan Share this post Link to post Share on other sites
Sniperwolf572 758 Posted April 4, 2006 Use sharp/smooth edges on the models, it has nothing to do with DXDLL or Llaumas sky. Share this post Link to post Share on other sites
klavan 0 Posted April 4, 2006 Thank you for the suggestion Sniperwolf, i will try. But i'm curious about how this affects the lighting of an object. Sorry but i'm noob on modelling...... Klavan EDIT Nevermind, i quick search gave me the answer. Share this post Link to post Share on other sites
klavan 0 Posted April 9, 2006 Some new buildings A bunker Another Underground fuel tank Another bunker! An house A shed where the sheeps and the cows can rest and eat! All the objects are beta. Klavan Share this post Link to post Share on other sites