[Map] Yunasaka Island [scrapped]
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Dylan
- Posts: 3798
- Joined: 2006-05-29 00:41
Small update--- Grass

http://img165.imageshack.us/img165/3180 ... 044hf8.jpg
What do you think of it? A little spread out and small enough to aim over. I know how annoying it can be to have to crouch to get a shot off. Its got 2 layers, to avoid excessive and unneeded lag. This is the first time ive used grass, so I am open for suggestions.

http://img165.imageshack.us/img165/3180 ... 044hf8.jpg
What do you think of it? A little spread out and small enough to aim over. I know how annoying it can be to have to crouch to get a shot off. Its got 2 layers, to avoid excessive and unneeded lag. This is the first time ive used grass, so I am open for suggestions.
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Happy
- Retired PR Developer
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Griffon2-6
- Posts: 2487
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Dylan
- Posts: 3798
- Joined: 2006-05-29 00:41
I know what you mean. The general height is meaningless, it has no affect on the outcome, ignore it. What you do it right click the thing you named, and add a type. Add however many you want, remember though these are your layers. increase density to min 10 max 50.
To lower your undergrowth do this. Click the Plus tab next to RandomSizeScale, and change the factors for X and Y. Decrease the #s to a decimal number. I used .5 for x and .4 for y. This way I can see over the grass while prone. Play around with the settings though, and also increase variation to increase distance apart.?
To lower your undergrowth do this. Click the Plus tab next to RandomSizeScale, and change the factors for X and Y. Decrease the #s to a decimal number. I used .5 for x and .4 for y. This way I can see over the grass while prone. Play around with the settings though, and also increase variation to increase distance apart.?
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Dylan
- Posts: 3798
- Joined: 2006-05-29 00:41
Update: Ultra light vegitation. Soon to be medium/heavily dense, but I was about to go to bed, and I wanted to just show some screens.

http://img137.imageshack.us/img137/129/screen136qj3.png

http://img137.imageshack.us/img137/129/screen136qj3.png
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duckhunt
- Retired PR Developer
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- Joined: 2005-08-28 18:20
Nice mate, good sky aswell. Are you gonna be roughing up the terrain abit or putting objects down for infantry cover? Or keeping it like that.
Glad to see this as I read in other thread your editor always crashing. Stick with it!
Btw im pretty sure much more overgrowth will give a bad fps drop. Maybe not for you but if you want everyone to play it!
Glad to see this as I read in other thread your editor always crashing. Stick with it!
Btw im pretty sure much more overgrowth will give a bad fps drop. Maybe not for you but if you want everyone to play it!
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DJJ-Terror
- Posts: 671
- Joined: 2006-06-14 21:51
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Guerra norte
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Delta_Zulu5995
- Posts: 42
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Griffon2-6
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BlakeJr
- Retired PR Developer
- Posts: 3400
- Joined: 2004-09-12 12:04
Make that 100%.'[R-MOD wrote:Dylan']The blackhawk was requested by BlakeJr, for his exclusive alpha run at it.
I will be 99 percent likly to avoid any arial vehicles in this map, as the way I made it doesnt allow for fair advantage. Plus I dont see the realism in it either.
This map is too small to have anything but possibly a few boats.
Also, having birds in the map may ruin your surprise
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Dylan
- Posts: 3798
- Joined: 2006-05-29 00:41
Eh birds...Who needs em? If I could just add sulfur dioxide clouds coming from my volcano I could have an excuse for that.BlakeJr wrote:Make that 100%.
This map is too small to have anything but possibly a few boats.
Also, having birds in the map may ruin your surprise![]()
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Dylan
- Posts: 3798
- Joined: 2006-05-29 00:41
Yes, I need to paint the terrain where it would feel more life like. I need to hold onto that thought because I want to create my roads first. (Which are relitivly easy to make) The terrain does need to be varied, but with that comes trees being slanted. I also feel the need to create a denser overgrowth setting for the big area just beyond the dock. It is way to easy to see across the map without trouble.




