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klavan

Your opinion on this

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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:

gcs00020hb.th.jpg

And here how it looks in the reality:

gcs00019xn.th.jpg

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

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For armour etc , rivers are usually easier to cross than small canals, large canals are easier to cross than rivers ..... huh.gif

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.

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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.

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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.

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Made something like that some time ago, so it's possible to make a dried out canal/LA storm drain.

Here is the result:

get4zj.jpg

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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

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Graffiti are mine, but the texture is from BIS brigde undersection, I think you can find it in o.pbo.

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I found 'em just few seconds ago! smile_o.gif

Thank you anyway.

Klavan

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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.

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@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

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A little update for those who are eventually interested:

gcs00017sq.th.jpg

gcs00028fe.th.jpg

gcs00031is.th.jpg

gcs00048yz.th.jpg

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

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They look wonderful. Well done indeed. Well crafted landscapes appeal to me I think even more than pretty vehicle additions to the game thumbs-up.gif

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Yes,very well done.

But i think that the dam has some lightning problems.

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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

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Use sharp/smooth edges on the models, it has nothing to do with DXDLL or Llaumas sky.

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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...... icon_rolleyes.gif

Klavan

EDIT

Nevermind, i quick search gave me the answer. smile_o.gif

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Some new buildings

A bunker

gcs00017xg.th.jpg

Another

gcs00022sb.th.jpg

Underground fuel tank

gcs00034oq.th.jpg

Another bunker!

gcs00047aj.th.jpg

An house

gcs00052jk.th.jpg

A shed where the sheeps and the cows can rest and eat!

gcs00065nk.th.jpg

All the objects are beta.

Klavan

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