Caves in PR

General discussion of the Project Reality: BF2 modification.
splatters
Posts: 529
Joined: 2010-01-19 08:02

Re: Caves in PR

Post by splatters »

Of course a lot of those settings go hand in hand, but there is also different lighting values for terrain, static & dynamic objects and overgrowth. You could also render lightmaps with 3dsMax where you have way more control over how it turns out, or you might even go as far as manually tweaking the lightmaps in Photoshop.

It might also be as simple as tweaking a few values, but the main issue I see here that insides of small buildings, which obviously should let more ambient light in than the deepest of caves, will be almost as dark as the tunnels, at least if you render lightmaps in bfeditor.

Not saying it's the easiest thing to do, it does require more effort but is most certainly possible!
Spec
Retired PR Developer
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Re: Caves in PR

Post by Spec »

I think you can easily pre-render the brightness of the walls and stuff, but the soldier models probably would be just as well lit as they usually are in the shadows. I don't really know much about this engine, so I guess I'll leave this for the Devs to ponder about. I'd love darker caves, but I don't think it's as easy as that.
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Rhino
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Re: Caves in PR

Post by Rhino »

splatters wrote:Of course a lot of those settings go hand in hand, but there is also different lighting values for terrain, static & dynamic objects and overgrowth. You could also render lightmaps with 3dsMax where you have way more control over how it turns out, or you might even go as far as manually tweaking the lightmaps in Photoshop.

It might also be as simple as tweaking a few values, but the main issue I see here that insides of small buildings, which obviously should let more ambient light in than the deepest of caves, will be almost as dark as the tunnels, at least if you render lightmaps in bfeditor.

Not saying it's the easiest thing to do, it does require more effort but is most certainly possible!
Ye, its possible and ye, best done in 3DsMax but still would probably require you rendering the cave LMs separately with the ambient fill light being much, much darker and also much brighter GI lights.

Although you could setup a light setting with much better, more natural bouncing light in Max, the big problem with doing that is the render time would drastically increase and it normally takes about a week, if not more per map already with the current settings and the difference for the most cases, other than caves would be minor so ye, best to render them with different settings unless you have a massive network of PCs that you can use to render on :p
[R-MOD]Spec wrote:I think you can easily pre-render the brightness of the walls and stuff, but the soldier models probably would be just as well lit as they usually are in the shadows. I don't really know much about this engine, so I guess I'll leave this for the Devs to ponder about. I'd love darker caves, but I don't think it's as easy as that.
ye, this bit is a bit tricky to do but might be possible with manually darkening the hemimap where the caves where, but this may also affect guys standing on top of the caves in some cases...


The biggest dated bit about the BF2 engine is unfortunately its lighting :(
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ComradeHX
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Joined: 2009-06-23 17:58

Re: Caves in PR

Post by ComradeHX »

Caves are not that difficult unless you have one that needs rope to climb up somewhere.

Because you can simply bring 4 riflemen, 1 sl and 1 medic and grenade spam all the way through a cave.
3ti65
Posts: 242
Joined: 2011-02-10 15:11

Re: Caves in PR

Post by 3ti65 »

Finrar wrote:Caves are ok and brings bit of variety in the gameplay

Only cave that seems to be impossible is the cave in laskhar in A7. The only way to get the cache is by climbing a long ladder which is really easy to defend. You cant even c4 the cache from the top or from below. I remember that we defended that cache with 4players in 128 server for entire round. Even the hordes of 8man squad blops had no chance
I agree, caves are awesome.

I know exactly which cave / cache you mean. And its possible to get it with c4 ;) i've done it 3 times... All you need is about 3-4 c4s placed at the right spot. Basically you have to jump up and put the c4 on the ceiling of the lower cave straight on the opposite site of the entrance. Repeat till cache blows up, usually with the defenders going down with it ;)

I hope this trend of the community becoming easily scared is not increasing too much before this game dies.
Last edited by Spec on 2013-07-29 13:34, edited 1 time in total.
Spec
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Re: Caves in PR

Post by Spec »

Language.

Anyway, keep in mind that 1.0 has changes to C4. I think among them was also reduced effectiveness at blowing up caches through walls, so single-ladder-rooms in caves probably are going to remain pretty difficult. Perhaps moving the cache to a different part of the cave and keeping a spawn point up there might solve the issue.
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tom_echo
Posts: 23
Joined: 2013-03-30 07:01

Re: Caves in PR

Post by tom_echo »

Caves exist in real life, and are used by various factions. Therefore they are in the game.
UneakReaper
Posts: 12
Joined: 2013-07-05 19:28

Re: Caves in PR

Post by UneakReaper »

I'm pretty new at the game, but i played with experienced players in the caves...
i think they should not remove them, playing in those caves was a blast :)
even if you're attacking them it's not that hard
Banok
Posts: 62
Joined: 2012-02-04 05:07

Re: Caves in PR

Post by Banok »

people get too bored to sit on their hands inside a cave and eventually go out and play.
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Caves in PR

Post by waldov »

[R-MOD]Spec wrote:Language.

Anyway, keep in mind that 1.0 has changes to C4. I think among them was also reduced effectiveness at blowing up caches through walls, so single-ladder-rooms in caves probably are going to remain pretty difficult. Perhaps moving the cache to a different part of the cave and keeping a spawn point up there might solve the issue.
Yeah with the changes to C4 in 1.0 i think you could almost half the number of times the cache in lashkar is destroyed, it would probably need to be moved to give the Germans a chance.
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theDaarkness
Posts: 63
Joined: 2011-05-14 19:23

Re: Caves in PR

Post by theDaarkness »

screw removing caves they are what makes Lashkar valley and Korengal Valley some of the best maps in the game. I want to see the Blufor cringe as they try and take our cave caches.
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