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dmarkwick

Map WIP: Savine Vode

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A quick peek at a map I'm currently working on. A real-world full scale portion of Kosovo, full map measures 10km x 10km but only the area shown in the vid is populated at the moment. All buildings are located as per real-world, but ArmA buildings are used. Trees are the same. Roads should be pretty much exact. The mountain forest is not set yet, it needs to be erased and redone to be more "blendy" between the tree types. (New trees.) I'm just figuring out how dense I can make it without slowing everything down.

SV14.jpg

SVstream1.jpg

SavineVodeTrees3.jpg

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Looks good from your pics, mate. I'd definitely be interested in using this one. smile_o.gif Please, continue your work.

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Great looking map mate smile_o.gif

Can't wait for it.

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Wow looks very good. Another Woodland Island, great wink_o.gif

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oh haven't seen any kosovo maps done before smile_o.gif

can't wait to see how it works out in tha mission editor someday. smile_o.gif

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I think it's looking really nice so far! Keep up the great work, and I'm excited to see how this progresses.

Abs

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Looks fairly good ! Real world locations definitely look good ingame. Is it an island ? Or do the borders of the map go on indefinitely (like Schmalfelden) ?

Keep up the good work !

Malick

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Looks fairly good ! Real world locations definitely look good ingame. Is it an island ? Or do the borders of the map go on indefinitely (like Schmalfelden) ?

No it's not an island, it's just a slice of agricultural Kosovo, and as such the edges do look very kludgey. It's not a desert map where I can get away with letting it stretch away to infinity unfortunately, so the map just... stops and you get some texture weirdness.

None of my screenies or vids will show that though wink_o.gifbiggrin_o.gif

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OK, so do you plan on making it 'island-like', with a smooth junction with the water ?

Malick

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No I don't, for it's not an island smile_o.gif and in any case, some of the mountains in the west and north of the map reach over 2000m in height.

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So you'll keep an abrupt and ugly looking junction with water ? No work around possible ?

Malick

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So you'll keep an abrupt and ugly looking junction with water ? No work around possible ?

Malick

Well because of armas big grid-size, you can't model this small brook properly.

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So you'll keep an abrupt and ugly looking junction with water ? No work around possible ?

Malick

If you mean that little stream that I put up an image of in the first post, then it wouldn't help in any case. That stream comes down from the mountains, runs though or alongside a few roads & villages, joins another stream then runs off the map, descending over 200m as it does so. No waterline could possibly replicate that activity, so I did the next best thing which is to fake it with a terrain type.

The entire map has it's lowest point at over 400m so there's no water at all. If I were to force a waterline to make it an island it would have a cliff all the way around it ranging from 400m high to 2000m high, which would look dumber than the extending terrain I think.

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If you mean that little stream that I put up an image of in the first post, then it wouldn't help in any case.

No, sorry for misunderstanding, I was talking about the borders of the map. The stream in itself looks good, within the grid size limitation. I did some maps for OFP and even if the terrain detail has been improved for ArmA, it doesn't allow meter-size detail on a local scale (like ditches along roads or rivers and streams).

Quote[/b] ]The entire map has it's lowest point at over 400m so there's no water at all. If I were to force a waterline to make it an island it would have a cliff all the way around it ranging from 400m high to 2000m high, which would look dumber than the extending terrain I think.

This is the part I was talking about... Without pictures, it's hard to see what it looks like. Indeed, the 'cliffs all around' solution would look pretty dumb. I was proposing a hand made gentle slope towards the waterline (level 0) to smooth things.

Malick

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Ah, OK. I guess having a slope could be done, but it's a small enough map as it is. But the real problem is that although the height data is initially derived from a height map image, I've manually altered some of it to suit the task, so some mountain roads for example needed leveling so they won't be so tilted, and some houses needed the terrain digging & building to prevent free-floating corners or buried corners. If I paint in a slope and reapply the height I'll lose all that work.

It's all a learning process smile_o.gif

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Looks terrific - I know you've been hard at work and it's nice to finally see what it is. Yeah, don't make the same mistake I did and over populate your forests (unless you like doing everything twice like dumbo here biggrin_o.gif ) Neat idea for the stream bed - might you share that texture?

My unasked for opinion is let the edges do what the engine does with them and don't bother with trying to make it an island - it will not be worth the time and effort you will need. It's a MAP, dammit <g> - there's no water around it. Just remember the engine uses the lower left corner terrain segment to repeat to infinity, so you may want adjust accordingly.

Looking forward to this one for sure!

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So theres no way to get water flowing in that brook/stream then due to limitations?

Thats a damn shame, I'm eager to see a map with running streams and nice ambient trickle of running water.

Looks good so far though.

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This is looking like a very nice map man. It allready has very

real life like areas in it. What Ive seen on the screenshots, looks

really good. Somehow it looks more real then the bis map, however

im still not sure how thats possible though. Probally placement of objects. And the small hills and terrain features I guess...

Keep it up, going to be a sweet map for peacekeeping missions.

thumbs-up.gif

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So theres no way to get water flowing in that brook/stream then due to limitations?

Thats a damn shame, I'm eager to see a map with running streams and nice ambient trickle of running water.

Not until RVMATs can be animated.

And I suppose there's nothing stopping ambient sounds of trickling based on terrain, I think that's how it's done. Have to check that out.

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This is looking like a very nice map man. It allready has very

real life like areas in it. What Ive seen on the screenshots, looks

really good. Somehow it looks more real then the bis map, however

im still not sure how thats possible though. Probally placement of objects. And the small hills and terrain features I guess...

Keep it up, going to be a sweet map for peacekeeping missions.

thumbs-up.gif

It looks more real because it's based on a real location smile_o.gif

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nice!

its great to see that more and more realworld locations finds its way into arma, from what i can see in the picture this is a upcoming must-have

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