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#21
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And the video tutorials I kept finding were either using a different program (yet noted as being UDK) or the process shown just didn't work. I tried to use the Terrain mode and selected the heightmap, which was a properly sized 16-bit grayscale RAW file, it added it, but my terrain remained flat as if nothing was imported. But now it has all the hills & the river, and the basic layout is all done now.... I might have to nudge a few things around, but it's pretty well done now. Texture and land details are next. Quote:
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As mentioned before, I was going to start working on a mod, but there are a number of things I liked in previous RO's that I'd like to bring back into RO2, such as maps. Right now, although the terrain is basically finished, it needs to scale up a lot more than what I have now. When I test out the terrain, my character is way too big. Once I scale this out to the size I'm looking for, the map should be 2-3 times larger than the original Karlovka, so there will be piles of places to move around and with 64 players, should be pretty interesting. Tonight, once I get the textures on the terrain, I'll make some screen shots of what I have done so far..... you should certainly see a resemblance to the original Karlovka.
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Last edited by Cpt-Praxius; 11-24-2011 at 04:36 PM. |
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#22
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Why are you guys disliking his posts?
I don't understand this... However, looks great! I hope we'll see more soon
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#23
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there are a lot of butt hurt gloom and doomers still a round.. they just cant stand that anybody could like RO2.....
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#24
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..... must have been something I said.
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#25
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No as far as I know, G16 is an unreal engine specific format and you can't save as it with photoshop.
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#26
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Update:
I used the TerreSculptor program and imported my height map, made some tweaks, and this is what I get: ![]() I think it's actually turned out better than my manually drawn out terrain. The flat areas on the outer corners will be blocked off by trees so they're impassable and also so that players won't see the edge of the map, but everything else within will be accessible by players for sniping, MG's, AT's, riflemen, etc. Once I add the trees and more detail to the terrain, it should start looking pretty good.
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Last edited by Cpt-Praxius; 11-24-2011 at 06:50 PM. |
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#27
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Hey Praxius awesome to see people like you being motivated and having map modding as a hobby.
You guys do a big favor to the community.
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ASUS Crosshair III ROG (790FX);AMD x6 1090T @4.0ghz;ATI Crossfire 6870's x2;Corsair Dominator BEMP 8GB 1600Mhz 9-9-9-24;Kingston V100 SSD 64GB;HT|Omega Claro+;Corsair H50 push/pull; Corsair 1000W |
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#28
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![]() I've always wanted to be in Animation/3D Modeling/Game Development, but there wasn't much work for that where I lived and I ended up getting into Photography/Graphic Design/Advertisement instead. It's still an enjoyable field, but not exactly what I was looking for in life.... this brings me back to what I used to enjoy.
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#29
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You are doing an amazing job. I can't for the life of me understand who and why anyone downvoted many of your posts on the first page... at least if they would post constructive criticism as of why... it blows my mind away because that's quite a bit of hard work you are pulling off here. |
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#30
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Just another update:
I refined the map better than what is shown above. I brought it into UDK and started smoothing out the terrain more. The German spawn area (Where they spawned in the original map) has been refined so that the hills are easier to walk on and around and stretched out the side hills for riflemen and marksmen to access. I'll probably spend much of the weekend working on the terrain. Once I test it all out by doing a little stroll across the map and can get up and around all the areas I'd like to, I'll then move forward with textures and other details for the terrain. ![]() Oh yeah.... and the map is frick'n huge..... just slightly larger than the original Karlovka. Speaking of which, I'm going to re-install the mod on my system so I can play around in the original Karlovka map in order to keep my reference fresh.
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Last edited by Cpt-Praxius; 11-25-2011 at 08:23 PM. |
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#31
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Update:
![]() The Terrain is now smoothed out and prepped to my satisfaction. Players can now access just about every aspect of this map. Edges of the map will be blocked off by tree lines and rocks, etc. Above is the layout of where objectives, buildings and bridges will be located. Green boxes are buildings, red X's are road blocks, gray squares are bridges, red zones are the cap objectives..... the green lines show the general approach the Germans would take as the offensive team. Oh and the red squares are the ammo caches. I also forgot to note the buildings at the german spawn.
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Last edited by Cpt-Praxius; 11-26-2011 at 12:48 AM. |
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#32
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Awsome work! cant wait to play on this map!!!
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WE SERVE THE MACHINE-GOD! (IS2) |
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#33
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Keep the updates flowing
![]() I suspect the first wave of maps will have high community interest.
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#34
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And what about static mg emplacments will they be added?
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WE SERVE THE MACHINE-GOD! (IS2) |
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#35
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I'll do my best to make sure this map has every element RO2 can muster... not only do I want it to be a full combined arms map, but also have every other element in RO2, including MG placements, many things to use for cover....
Oh, and when I was testing the map by having a little stroll, just about every hill on the map has great long distance views. From the German Hill by their first spawn, you can see all the way to where the train station will be. Of course, trees and other objects will be blocking some of the view, but people who have been wanting some long distance combat should be pleased.
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#36
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Very nice project, thanks!
Is it known at this stage how large will this map be? Compared to size of bridges (assuming bridge width about 10m), seems to be a rather small map. Maraz |
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#37
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Below are two screenshots: ![]() ^ This is the view from standing at the bottom of the river, looking up at where Bridge 1 would be placed. (West) ![]() ^ Bridge 2 (East) They'll be roughly the same size, but I plan to make them wider than the originals... and along the sides, there will be debris and other forms of cover for troops and anti tank classes, but the centre will be clear for tanks and HT's to get through after the roadblocks are blasted. If things do seem small, then I'll do some scaling before I get too far.
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Last edited by Cpt-Praxius; 11-26-2011 at 09:15 AM. |
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#38
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You edit without terrain tessellation? Or did you just disable the LOD in order to show the terrain?
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#1 Bonzai charger |
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#39
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No textures have been applied yet, as I can't seem to find any snow textures in the UDK, thus I'll have to make them from scratch, which isn't an issue, I just have to find something that tells me what's a decent size for a texture file in UDK. I worked on getting the look and feel right before I started scaling or modifying the size or amount of polys. Not sure if that answers your question...... as mentioned before, I'm pretty well re-learning how to do things sine the last time I did any of this was in 2004 and in UnrealEd. Quote:
In regards to Maya, I did make a tutorial for how to model a StugIII back before RO1 was released in the old RO forums, but I can't find those forums anymore (think they were shut down)
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Last edited by Cpt-Praxius; 11-27-2011 at 05:00 PM. |
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