I've begun work on a map intended for Project Reality by the name of Assault at Chongwu. Here is a reference pic.
It will be a USMC vs China mission. Now, this area is very close to the island that barracuda was based off of, so the storyline would be that a main land invasion has begun after the success at barracuda. I plan to make it AASv3. Assetwise, the only thing I'm certain of is giving the USMC several LAVs.
I have finished the terrain and am currently working on textures.
I haven't found too much time to work on this project, but I have gotten around to working on the southern half of the map. Here are some (really crappy image quality) bfeditor pics.
A storage compound on the northern part of the southern "finger"
A Farm on the southern part of the southern "finger". I am trying to put in some overgrowth fields here. However, I am having a hard time getting fields where I want them because the overgrowth positioning patterns are so weird, can anyone help on this?
Eastern Beach on the southern "finger"
I am also going to put a mansion(the one from Fool's Road) to the west of the storage compound. However, I can't seem to locate those statics.
well, first off you have to be in the terrain editor, obviously.
then go to Render-> overgrowth mode and Toggle draw Overgrowth
then select the overgrowth button on the right of your upper toolbar
then the Overgrowth Properties should pop up on the left. there's a material folder.
right click, then add Material. name it for example: trees and select a color, so you know that that color is full of trees.
then right click on trees and add type, enter a name for that, example: 'really big tree'
the click on really big tree and in the window to the right (tweaks) you can then select the geometry for that type. make it a tree or anything else, the naming was just there for to get a clear overview
the you go to the map itself, space, like you did to edit the terrain and then you can start painting the overgrowth, when you're done painting on the right of the editor it says overgrowth, underneath it says generate all. click it and your overgrowth will appear on the map.
For crops and stuff use undergrowth. The patterns and sizes are different for types and such but fiddle around until you get a combination you like. You can also mix and match stuff into a group. For example flowers with grass and make the flower a smaller % of the area.
Be warned though, I have found the growth to be one of the most bugged areas in the editor. Anytime I touch it I save... save... and save again just to be 100% sure. If I am feeling extra paranoid I make a back up copy of the map too (Which has saved me once!).
Good luck in your map, I absolutly love that ref pic and think it could make for a brilliant map.
I haven't gotten alot of time to work on this, but here's an update anyway.
This is the northern "finger". I've been trying to put several fields of tall grass in it. It is very annoying to do so however. The chief reason is that the pattern is very odd. The center of the field doesn't actually go to where I paint an area. Instead, they go all over the place and sometimes choose not to appear at all unless I paint enough. I'll leave this field problem be for now as I've read about many DEVs telling mappers to simply prep the terrain for overgrowth.
This is the southern part of the city. I've been screwing around with some things and created a mix of alleyways and open roads that should be great for CQB and Mech Inf action. The Gas Station is likely to become a control point.
Lastly, I've created a power station. It's kind of East of the southern city and WEst of the southern woods. There is a compound of sorts there and I couldn't discern what it was, so I decided to turn it into a power station. This'll also be a control point. I can't seem to find the transformer statics (the ones in the power station north of the village on Qinling) that I wanted to put here.
i'm a PRSP tester, nvm, now dev!! and i audit maps and also do gfx artwork for our releases. Byt coincidence i had the editor open as well as photoshop and i realised, hmm the objects are smooth today!
so i tried to recreate the scenario. and found out that it was photoshop that did the magic