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Author Topic: Urban island (w/ screenies) in production  (Read 4487 times)

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McDoom

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Re:Urban island (w/ screenies) in production
« Reply #15 on: 16 Nov 2002, 03:22:15 »
that doesn't seem to work for me, i get a square crazy area.  but i fiddled around with a simple outline of madagascar that was bigger and imported it to see if i would be able to fine tune the land "around" my existing buildings and it seemed to work.

i have to mess around with different greyscale values of island maps, but i'm going for a size more like in the following screen.  it seems a little ambitious, but it seems stupid to pack a gigantic city on a little island.
« Last Edit: 16 Nov 2002, 03:24:42 by McDoom »

TkKivi

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Re:Urban island (w/ screenies) in production
« Reply #16 on: 16 Nov 2002, 19:03:43 »
Very nice, but you should try to retexture the apartments, they need to be more.. well... muddy  ;)

as for the land textures how about using Resistances land texs?  :D

mattmayhem

  • Guest
Re:Urban island (w/ screenies) in production
« Reply #17 on: 16 Nov 2002, 22:42:51 »
mabey make some sector of the town that are not destroyed. And dont forget to add things like fences, shrubery (this is desert terrain i hope :) ) and all those little things that add to realism, houses placed randomly isint very realistic. Good work !

McDoom

  • Guest
Re:Urban island (w/ screenies) in production
« Reply #18 on: 17 Nov 2002, 07:18:14 »
Thanks for the input. I'm going to be trying to move all I've finished so far onto a newer, larger island.  It will eventually sprawl out and fade into suburbs and farmlands, so there will be more fences, and variety of lots, etc.  I also plan to put together some militia and government compounds in and around the city.  Right now I figure I'll go for quantity over quality and just try and fill up as much space as possible.  It doesn't seem to slow up my processor any more than my sad sack computer normally is, so I figure I want to make this thing as big as possible then iron it out and freshen up some spots.  I do plan to make some parts of the city undamaged and use some of the nice clean shopfronts and so on from Resistance, but as far as textures go, I don't have a clue how to put in new ones to work with the map.  Anyhow, I'll update whenever I accomplish anything of note or get a big enough section finished to show off.

mattmayhem

  • Guest
Re:Urban island (w/ screenies) in production
« Reply #19 on: 17 Nov 2002, 22:59:54 »
another idea, it would be cool to have a walled coumpoud containing some of the low reistance apartments and mabey a few other buildings and a helipad, then you could have rescue missions and senarios like in the Movie Rules of Engagement.  ;)

mattmayhem

  • Guest
Re:Urban island (w/ screenies) in production
« Reply #20 on: 18 Nov 2002, 04:35:34 »
Make some 4 way intersections and other areas large enough to land a blackhawk ! i noticed in some maps i have with urban sections its hard to land troops into the town... well i do have the BAS little birds  ;D , but some senarios call for larger payload  ;) .

McDoom

  • Guest
Re:Urban island (w/ screenies) in production
« Reply #21 on: 19 Nov 2002, 21:59:04 »
I reworked the whole island to about five times the size it was, using a skewed outline map of Madagsacar.  I've put in a docks area with a military outpost, and I've started working on the airport, although fencing it in and adding details is going to take awhile.  I'm going to be filling in some more generic city blocks before I get ahead of myself, but I will be making some more military complexes, undamaged parts of the city (including apartment complexes, markets, etc. whatever I can work in).  The roads are (technically) wide enough to land choppers in, but everytime I test it out, the AI tries to land on roofs, etc.  So it may just be impossible for the AI to figure it out.  A player-controlled bird shouldn't have too much trouble though (and landing on the roof of one of the tall buildings is a kick too!). OK, so I'll post some screenies of the docks and some of the newer areas.

Here's the docks area from down the beach...

McDoom

  • Guest
Re:Urban island (w/ screenies) in production
« Reply #22 on: 19 Nov 2002, 21:59:57 »
here's the foefront of the docks and a little military compound thingy...

McDoom

  • Guest
Re:Urban island (w/ screenies) in production
« Reply #23 on: 19 Nov 2002, 22:00:41 »
here's the new and improved (or at least enlarged) island from the editor with notations...

mattmayhem

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Re:Urban island (w/ screenies) in production
« Reply #24 on: 25 Nov 2002, 04:23:57 »
Any updates? I can't wait to see this island, mabey for some landing areas, just make a park or sports feild and we can just place an invisible H , ai shouldint have trouble in that case, i mean it wouldint have to be a big park.

McDoom

  • Guest
Re:Urban island (w/ screenies) in production
« Reply #25 on: 04 Dec 2002, 23:00:16 »
Sorry i haven't updated in awhile. I was in NY visiting friends for Thanksgiving. I started working out some new areas to put in with the older ones.  I had to lower the water levels, so I'm kind of stuck re-inputing things. I made a little fenced in industrial area and a few newer undamaged looking blocks.  Plus theres a little bit of details thrown in (streetlights, stop signs, withered foliage, etc.) but I'm not stressing the detail just yet, working to bulk up the island a bit.  I'll post some screens now...

here's the first one, of the south entrance to my little manufacturing complex or whatever...

McDoom

  • Guest
Re:Urban island (w/ screenies) in production
« Reply #26 on: 04 Dec 2002, 23:01:08 »
here's the western entrance of same...

McDoom

  • Guest
Re:Urban island (w/ screenies) in production
« Reply #27 on: 04 Dec 2002, 23:01:57 »
a newish, rather undamaged street corner...

McDoom

  • Guest
Re:Urban island (w/ screenies) in production
« Reply #28 on: 04 Dec 2002, 23:03:28 »
here's a "nice side of town" shot with some of the Resistance wealthy urbane buildings...

McDoom

  • Guest
Re:Urban island (w/ screenies) in production
« Reply #29 on: 04 Dec 2002, 23:04:29 »
and last and probably least, an outlying farm area...