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Thread: [RELEASED] Desert Hills map

  1. #1

    Default [RELEASED] Desert Hills map

    It's quite a small map but there are many trails snaking through it. I've also added my version of the Hot Tub from the Moab desert (it's steeper than it looks).
    This is my first ever map so don't be expecting anything at the same level as LJFHutch or DeGa

    Things to do:

    Add a truck shop
    Add rock textures
    Possibly change the terrain colour
    Fix the spawning location
    Might add some grass

    If anyone has any suggestions, I'm open to them.

    A few screens:
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  2. #2
    xxlonghaulerxx
    Guest

    Default Re: Desert Hills map WIP

    Wow, this looks awesome! I love the sand colour, and the trails! Great work.

  3. #3

    Default Re: Desert Hills map WIP

    wow.... HOLY SHIT THIS IS COOL! And outta no where!

    PMV DESIGNS

  4. #4
    Senior Member BUS121's Avatar
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    Default Re: Desert Hills map WIP

    This look awesome!!

    ╭∩╮(︶︿︶)╭∩╮ ლ(ಠ益ಠ)ლ

  5. #5
    Eminox
    Guest

    Default Re: Desert Hills map WIP

    Quote Originally Posted by Grecian View Post
    ...
    Looking lovely.

  6. #6

    Default Re: Desert Hills map WIP

    Looking really good for your first one, keep digging.

  7. one user found this post helpful: hotrod55
  8. #7

    Default Re: Desert Hills map WIP

    OK, I've added some rock textures to the hills but I've found that in game they look really bad. Anyone know how to fix this problem? (I'm using an unregistered version of Earthsculptor V1.1 if this helps)
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  9. #8
    Member aljowen's Avatar
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    Default Re: Desert Hills map WIP

    Quote Originally Posted by Grecian View Post
    OK, I've added some rock textures to the hills but I've found that in game they look really bad. Anyone know how to fix this problem? (I'm using an unregistered version of Earthsculptor V1.1 if this helps)
    It may look bad because the rocks are flat maybe you could put a bit of noise where they are and that would improve things also rocks dont "fade" in they are quite harsh and have a definate line between them and sand hope this helps

  10. #9

    Default Re: Desert Hills map WIP

    Looks like a nice map so far.

  11. #10

    Default Re: Desert Hills map WIP

    It's been a long time since I last updated this map but I finally got around to adding alpha splatting and a truckshop. I might add a few bushes and other vegetation but other than that it's almost finished.

    Any last requests?
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  12. #11
    Member Invited Member JohnV's Avatar
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    Default Re: Desert Hills map WIP

    Looks very good, well done

  13. #12
    Trusted Member Silver Donator Mudoligist's Avatar
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    Default Re: Desert Hills map WIP

    Quote Originally Posted by Grecian View Post
    It's been a long time since I last updated this map but I finally got around to adding alpha splatting and a truckshop. I might add a few bushes and other vegetation but other than that it's almost finished.

    Any last requests?
    Nice. have you got some rocks? that would be cool if there were some on the sides.

  14. #13

    Default Re: Desert Hills map WIP

    @JohnV Thanks, but it doesn't look as good as your map, maybe I should use worldmachine to initially start maps in the future because the results are very realistic

    @Mudoligist Have you got any rocks? I currently have no objects that I can use apart from LJFHutch's desert vegetation.

  15. #14
    Member Invited Member JohnV's Avatar
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    Default Re: Desert Hills map WIP

    Quote Originally Posted by Grecian View Post
    @JohnV Thanks, but it doesn't look as good as your map, maybe I should use worldmachine to initially start maps in the future because the results are very realistic
    I wish you good luck

  16. #15

    Default Re: Desert Hills map WIP

    Ran into a problem, does anyone know how to rotate the trees to make them stand up?
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  17. #16
    Invited Member Invited Member 0xsergy's Avatar
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    Default Re: Desert Hills map WIP

    I don't think you can rotate the trees, you'll have to rotate the mesh itself in Blender or whatnot.

  18. #17
    Member Invited Member JohnV's Avatar
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    Default Re: Desert Hills map WIP

    Quote Originally Posted by Grecian View Post
    Ran into a problem, does anyone know how to rotate the trees to make them stand up?
    These trees look like LJFHutch's. Sorry, I am not very experienced and I can't help you, but what I can say is make sure you added all the files needed for the trees in your map's zip folder. I used these too but they showed up properly.

    You need to add all the Export+ folder files to your zip and the Imposter+ to your game's instalation directory. At least that's whay I did.

    Edit: Just a suggestion. Try to make grass more white and less yellow. I think it will look more realistic.
    Last edited by JohnV; 10-28-11 at 03:03 PM.

  19. #18

    Default Re: Desert Hills map WIP

    Did you put the files into >> Program Files/Rigs of Rods 0.38?

    And yes, after looking at some pictures I think the grass needs to look a little more dried and dead.

  20. #19
    Member Invited Member JohnV's Avatar
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    Default Re: Desert Hills map WIP

    Quote Originally Posted by Grecian View Post
    Did you put the files into >> Program Files/Rigs of Rods 0.38?

    And yes, after looking at some pictures I think the grass needs to look a little more dried and dead.
    The files from the +Export folder shoulp be put in your zip with your map's name which should be in documents/Rigs of Rods 0.38/terrains. You put the zip there right? Otherwise the map wouldn't work as I know.
    The files from the +Imposter folder should be put in your instalation directory, where you mentioned, in Program files/Rigs of Rods 0.38 (and replace if asked to)

  21. #20

    Default Re: Desert Hills map WIP

    Quote Originally Posted by JohnV View Post
    The files from the +Export folder shoulp be put in your zip with your map's name which should be in documents/Rigs of Rods 0.38/terrains. You put the zip there right? Otherwise the map wouldn't work as I know.
    The files from the +Imposter folder should be put in your instalation directory, where you mentioned, in Program files/Rigs of Rods 0.38 (and replace if asked to)
    Ah right got it, I'll get back soon with some results.

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