[Map] Operation Tempest (4km) [WIP]
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Jafar Ironclad
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Re: [Map] Operation Tempest (4km) [WIP]
Throwing some hypotheticals out here:
Possible to link the rain effect to an in-game object? If possible, I could see using the orbit mechanics of the "paradrop spawn" object and just having one or two rainfall fields at a time, randomly locating themselves over the jungle areas (in the same fashion that the paradrop spawn teleports).
Then, just modulate the total rate of rainfall based on player testing, and set the render distance on certain particles differently (is this possible?). That way, we could have light rain and heavy rain depending on the player's distance from the main object. Could create the illusion of dynamic rainfall.
Possible to link the rain effect to an in-game object? If possible, I could see using the orbit mechanics of the "paradrop spawn" object and just having one or two rainfall fields at a time, randomly locating themselves over the jungle areas (in the same fashion that the paradrop spawn teleports).
Then, just modulate the total rate of rainfall based on player testing, and set the render distance on certain particles differently (is this possible?). That way, we could have light rain and heavy rain depending on the player's distance from the main object. Could create the illusion of dynamic rainfall.
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Rudd
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Re: [Map] Operation Tempest (4km) [WIP]
Rain is a problem lads, if used sparingly it might be ok, but its not worth it imo.
here is the most realistic rain effect avaliable. its a particle effect that doesnt pass through objects etc.
Courtesy of the Combined arms Minimod
here is the most realistic rain effect avaliable. its a particle effect that doesnt pass through objects etc.
Courtesy of the Combined arms Minimod
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Rhino
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Re: [Map] Operation Tempest (4km) [WIP]
that's a pretty interesting idea but still to get any decent amount of rain you would still need to exceed the particle limit to get a decent amount of rain in its current method.Jafar Ironclad wrote:Throwing some hypotheticals out here:
Possible to link the rain effect to an in-game object? If possible, I could see using the orbit mechanics of the "paradrop spawn" object and just having one or two rainfall fields at a time, randomly locating themselves over the jungle areas (in the same fashion that the paradrop spawn teleports).
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Mora
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Re: [Map] Operation Tempest (4km) [WIP]
It could have multiple moving textures applied to it. That way it can be done with just a few spawner's.[R-DEV]Rhino wrote:that's a pretty interesting idea but still to get any decent amount of rain you would still need to exceed the particle limit to get a decent amount of rain in its current method.
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ChiefRyza
- Posts: 620
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Re: [Map] Operation Tempest (4km) [WIP]
Just drop the rain effect idea for now guys, it isn't even on the table for me at the moment purely because of performance. Not very important compared to the other things I need to finish in the map either. Besides, in the skybox I'm using, there aren't even any rain/storm clouds above the map. The storm is far off in the distance.
Last edited by ChiefRyza on 2011-04-14 14:07, edited 1 time in total.
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Yrkidding
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Re: [Map] Operation Tempest (4km) [WIP]
I dont know if this has been suggested, dont have time right now to search the thread, but on Operation Harvest from the AF expansion for BF2, there was lightning in the background as the storm was coming in, is that in any consideration?
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Rudd
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LieutenantNessie
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Re: [Map] Operation Tempest (4km) [WIP]
Looking forward to it! Seems like one of the best maps
My only worry is the transportation though, since trucks and APC's cant move in that rough hill terrain too much and going by the beaches they are exposed to enemy AT's and maybe too woody for some l33t huey insertions, but yet I am only a newbie and never even opened the map editor 
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dtacs
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Re: [Map] Operation Tempest (4km) [WIP]
The entire map has been changed to an archipelago (chain of islands), so I think its safe to assume that there won't be any trucks for either side.LieutenantNessie wrote:Looking forward to it! Seems like one of the best mapsMy only worry is the transportation though, since trucks and APC's cant move in that rough hill terrain too much and going by the beaches they are exposed to enemy AT's and maybe too woody for some l33t huey insertions, but yet I am only a newbie and never even opened the map editor
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Of course we have yet to see a minimap, but development has gone internal now that ChiefRyza is an [R-CON].
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ChiefRyza
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Re: [Map] Operation Tempest (4km) [WIP]
Tempest is still going ahead, but will go full swing after I complete Congo Insurgency. Havn't had as much time to work on it as I would like because of RL but it still goes ahead if anyone is wondering 
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mockingbird0901
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Re: [Map] Operation Tempest (4km) [WIP]
Nice to know. Last time I saw it it looked epic.
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LieutenantNessie
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Re: [Map] Operation Tempest (4km) [WIP]
Probably sounds like im bitching for nothing but you might want to change the current project thing to Congo for that while[R-CON]ChiefRyza wrote:Tempest is still going ahead, but will go full swing after I complete Congo Insurgency. Havn't had as much time to work on it as I would like because of RL but it still goes ahead if anyone is wondering![]()
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Alek-say
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lucky.BOY
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Re: [Map] Operation Tempest (4km) [WIP]
I dont think so, because in Vietnam there wasn't any beach assault battle, and this map is all about beach assaults you know 
-lucky
-lucky
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40mmrain
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Re: [Map] Operation Tempest (4km) [WIP]
by harriers, do you mean f35s, op?
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dtacs
- Posts: 5512
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Re: [Map] Operation Tempest (4km) [WIP]
Nope, he means Harriers which are still in widespread use with the Marines.
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<|90Viper90|>
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Re: [Map] Operation Tempest (4km) [WIP]
Ahh that looks nice... Can picture me and my squad in there 
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LieutenantNessie
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Re: [Map] Operation Tempest (4km) [WIP]
No updates
Looked to be the most promising map so far
realitymod.com drives me to drink.
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Amok@ndy
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Shovel
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Re: [Map] Operation Tempest (4km) [WIP]
Don't worry Yet?[R-DEV]Amok@ndy wrote:Ryza is just busy atm dont worry yet
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