[Map] Swat Valley (2km) [WIP]
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BloodBane611
- Posts: 6576
- Joined: 2007-11-14 23:31
Re: [Map] Swat Valley (2km) [WIP]
It does look really great, keep it up!
[R-CON]creepin - "because on the internet 0=1"
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Le_Damner
- Posts: 105
- Joined: 2007-09-19 11:24
Re: [Map] Swat Valley (2km) [WIP]
No, as you can see in the 1st post, I've change the teams to US vs. MEC. And it will be AAS for the first mode.
It's build for teams and clans to have funny tainings/war on it, so it must be something balanced. But the map is made for the community, so once it will be finished, people will be free to change teams and vehicles as they like !
It's build for teams and clans to have funny tainings/war on it, so it must be something balanced. But the map is made for the community, so once it will be finished, people will be free to change teams and vehicles as they like !
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Hauteclocque
- Retired PR Developer
- Posts: 3312
- Joined: 2008-10-02 17:55
Re: [Map] Swat Valley (2km) [WIP]
Good progress, many areas have been reworked and new places have been created (like on the other side of the East bridge, where are the plants) according to the screens.
It's a shame that...well, it's old story now.
It's a shame that...well, it's old story now.

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Le_Damner
- Posts: 105
- Joined: 2007-09-19 11:24
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: [Map] Swat Valley (2km) [WIP]
I'm curious what object lightmap settings did you use, the lightmaps looks very nice.

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Le_Damner
- Posts: 105
- Joined: 2007-09-19 11:24
Re: [Map] Swat Valley (2km) [WIP]
I've used medium settings, they looks almost the same as the final ones but take less time to render ... Anyway, I'm missing a lot of lightmap samples (xpack objects ...etc) so I must use 3Ds to make final shadows... and perhaps make the light effects working too !
Sorry Outlawz, think I've misunderstood you, here is the object lightmap settings:
Sorry Outlawz, think I've misunderstood you, here is the object lightmap settings:
rem ******** Lightmap Generation Settings ********
if v_arg1 == BF2Editor
LightMapGeneration.init
LightMapGeneration.GILightsBaseDir 0/0.33/-0.66
LightMapGeneration.GILightsIntensity 0.33
LightMapGeneration.GILightsShadowIntensity 1
LightMapGeneration.GILightsFov 45
LightMapGeneration.UseGITopLight 1
LightMapGeneration.GITopLightIntensity 0.1
LightMapGeneration.GILightsViewDistance 10
LightMapGeneration.skyWhite 0.3
LightMapGeneration.numberOfGILights 8
LightMapGeneration.sunLightShadowIntensity 1
LightMapGeneration.sunLightFov 2
LightMapGeneration.sunLightIntensity 1
endIf
Last edited by Le_Damner on 2010-04-23 10:46, edited 1 time in total.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: [Map] Swat Valley (2km) [WIP]
Thats ok, both infos are helpful; I see you used the default daylight settings, you can use less than 8 GILights which drastically reduces render time (I use 1
), but then the shadows are darker, though you can counter that by increasing intensity.

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MikeDude
- Posts: 941
- Joined: 2007-10-25 12:07
Re: [Map] Swat Valley (2km) [WIP]
This looks very good...
Status?
Status?
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BloodyDeed
- Retired PR Developer
- Posts: 4452
- Joined: 2008-05-07 17:43
Re: [Map] Swat Valley (2km) [WIP]
Wow, i really like the darky and dirty look. Seems it has a great atmosphere to sneak like a ninja...

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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
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MikeDude
- Posts: 941
- Joined: 2007-10-25 12:07
Re: [Map] Swat Valley (2km) [WIP]
You mean sunset city x2 In every way..K4on wrote:sunset city 2.0 ?
Dude look at it, its pretty.
Can I test this map in any way?
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Vision_16
- Posts: 210
- Joined: 2009-05-10 13:03
Re: [Map] Swat Valley (2km) [WIP]
It looks like the most realistic city map in PR, IMO. The way the layout is crowded and has construction, factories, mosques, and other buildings makes it actually look like a Middle Eastern city. Loving it, nice job. Also loving the ambiance of the lighting and shadows.

|TG| MagnumPI : "Well that was a fun march of pwnage."
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xxxpsychoxxx
- Posts: 52
- Joined: 2010-08-24 09:27
Re: [Map] Swat Valley (2km) [WIP]
Looking good and VERY detailed cant wait to play this one. 
when u gonna release a download ? or Testing Beta or something ?
when u gonna release a download ? or Testing Beta or something ?
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zloyrash
- Posts: 408
- Joined: 2009-11-08 10:25
Re: [Map] Swat Valley (2km) [WIP]
+1xxxpsychoxxx wrote:Looking good and VERY detailed cant wait to play this one.
when u gonna release a download ? or Testing Beta or something ?![]()
when?

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MikeDude
- Posts: 941
- Joined: 2007-10-25 12:07
Re: [Map] Swat Valley (2km) [WIP]
This, needs to be finished.,
I played a test version about a year ago which was amazing...
You still working on it dude? Please say yes.
I played a test version about a year ago which was amazing...
You still working on it dude? Please say yes.
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Shovel
- Posts: 860
- Joined: 2010-08-26 14:23
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MikeDude
- Posts: 941
- Joined: 2007-10-25 12:07
Re: [Map] Swat Valley (2km) [WIP]
Yep, cause I wanna know how its going. I've already played a test version. And honestly, it was the most beautiful city map ever..
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Geordie-72
- Posts: 261
- Joined: 2009-02-18 10:48
Re: [Map] Swat Valley (2km) [WIP]
+1, Looks luverly
Sent from Bletchley Park using Enigma
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Robskie
- Posts: 135
- Joined: 2011-02-27 00:30
Re: [Map] Swat Valley (2km) [WIP]
NEED PLEASE?! 
New Active Clan. Find us on the PRTA TeamSpeak! We are Red Company! A fresh clan in the PR-verse looking to expand! Come join us HERE!
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AFsoccer
- Retired PR Developer
- Posts: 4289
- Joined: 2007-09-04 07:32
Re: [Map] Swat Valley (2km) [WIP]
He hasn't logged on since March 31... so it doesn't look promising.
We'll see if can get in touch with him though.
We'll see if can get in touch with him though.



















