New skysettings for some maps

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BigBang
Posts: 49
Joined: 2009-09-01 19:32

re: New skysettings for some maps

Post by BigBang »

Fallujah change looks good. Changes on Silent Eagle etc. why not but there is something Mineral pointed out. On the other hand why not to make one map e.g. alt version with different skysettinggs and skybox ;)
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X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: New skysettings for some maps

Post by X-Alt »

sky.con = infinite possibilites.


Who even cares about confusion.

Dark maps like Silent and Yamalia get repetitive real real quick. You change the sky and you have a brand new atmosphere, you know?
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: New skysettings for some maps

Post by Heavy Death »

Fallujah really would need this rework. I like Silent Eagle's cold murky weather. Not all maps should be bright sunny day. War is fought in all conditions.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: New skysettings for some maps

Post by Rudd »

X-Alt wrote:sky.con = infinite possibilites.


Who even cares about confusion.

Dark maps like Silent and Yamalia get repetitive real real quick. You change the sky and you have a brand new atmosphere, you know?
actually it's sky.con + groundhemi.dds

I'm absolutely for multipule light settings per map, just difficult to do if lightmaps don't match acceptably or the groundhemi isn't done as well
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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: New skysettings for some maps

Post by Psyko »

sbeneh night hurts my eyes, it's headache inducing.

It seems any light values between twilight and night, are just too hard for the eyes to adjust. Especially when the squad leader is going from a day map to check position on the map, to a twilight screen to orient themselves, its very distracting.

I'd also make the moonlight on fools road night brighter to simulate ocular adaptation to darkness.
RENEGADO
Posts: 117
Joined: 2015-03-01 13:07

Re: New skysettings for some maps

Post by RENEGADO »

Looks away better with the new colors, totally love it !!
Gerfand
Posts: 329
Joined: 2015-11-02 15:24

Re: New skysettings for some maps

Post by Gerfand »

how much until the update that is going to give us Full weather and light control?
arm-off-please-help
Posts: 46
Joined: 2010-07-27 19:24

Re: New skysettings for some maps

Post by arm-off-please-help »

Silent Eagle used to have a nicer Sky in a earlier Version.
I wouldnt mind if all sky's would change with every update.

..or even better "Full weather and light control" if that is possible at all..
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: New skysettings for some maps

Post by Heavy Death »

Time cycle was done as a proof of concept, but ground shadows are baked to the ground and objects, so they cannot move. Weather... highly doubt it. :D
SHADOWNET
Posts: 106
Joined: 2014-09-30 17:51

Re: New skysettings for some maps

Post by SHADOWNET »

WOW! I remember doing a night sky for Muttrah City back in the day, this is nice, maybe these should be applied on the LARGE or ALT layers?
SHADOWNET
Posts: 106
Joined: 2014-09-30 17:51

Re: New skysettings for some maps

Post by SHADOWNET »

Gerfand wrote:how much until the update that is going to give us Full weather and light control?
the update which contains the magic words "ENGINE SWITCH"
Valmont
Posts: 159
Joined: 2014-10-21 13:43

Re: New skysettings for some maps

Post by Valmont »

SHADOWNET wrote:the update which contains the magic words "ENGINE SWITCH"
Perhaps the coders could make a script to rotate between different sky.con + groundhemi.dds settings on a single map deppending on the time of the server / how long has the match been going.

Mappers would add "sky1.con" "sky2.con" "sky3.con" to their map files and the script would switch between them at XX amount of time. (like every 20 minutes) =)
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: New skysettings for some maps

Post by Rabbit »

Valmont wrote:Perhaps the coders could make a script to rotate between different sky.con + groundhemi.dds settings on a single map deppending on the time of the server / how long has the match been going.

Mappers would add "sky1.con" "sky2.con" "sky3.con" to their map files and the script would switch between them at XX amount of time. (like every 20 minutes) =)
YES! and they should add in dynamic lightmaps too!
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AfSoccer "I just don't see the natural talent."
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Fastjack
PR:BF2 Contributor
Posts: 525
Joined: 2011-09-04 19:47

Re: New skysettings for some maps

Post by Fastjack »

Question about lights in bf engine.

Can you add a lightsource to an object? I mean a lightsource that lighting up the map or parts of it?
The signalpistol i saw once here, how is that done?
=-=kittykiller
Posts: 282
Joined: 2012-02-12 18:43

Re: New skysettings for some maps

Post by =-=kittykiller »

Also whilst your at it please for the love of god add a low viz sandstorm layer to muttrah, any tweaks to this classic on an alt layer wud be lushious
SAM609
Posts: 185
Joined: 2012-09-04 05:40

Re: New skysettings for some maps

Post by SAM609 »

=-=kittykiller wrote:Also whilst your at it please for the love of god add a low viz sandstorm layer to muttrah, any tweaks to this classic on an alt layer wud be lushious
hmmm , maybe just for INF layout ?!!

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how about a cloudy weather for alt layout ??!

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and since we are at it , how about a more natural atmosphere for asadkhal ??!

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=-=kittykiller
Posts: 282
Joined: 2012-02-12 18:43

Re: New skysettings for some maps

Post by =-=kittykiller »

can u make the muttrah fog fade line longer. or add more sand storm im thinking howling sandstorm
thick thick sand
can u make it more lie mars lol
SAM609
Posts: 185
Joined: 2012-09-04 05:40

Re: New skysettings for some maps

Post by SAM609 »

=-=kittykiller wrote:can u make the muttrah fog fade line longer. or add more sand storm im thinking howling sandstorm
thick thick sand
can u make it more lie mars lol
Is this sandstormy enough ??!

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=-=kittykiller
Posts: 282
Joined: 2012-02-12 18:43

Re: New skysettings for some maps

Post by =-=kittykiller »

SAM609 wrote:Is this sandstormy enough ??!

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PERFECTION
Valmont
Posts: 159
Joined: 2014-10-21 13:43

Re: New skysettings for some maps

Post by Valmont »

=-=kittykiller wrote:PERFECTION
Guys, I understand this is a Joke post, but just in case... I think that if we wanted to play games with 100 meters viewdistances we would be playing Quake 1 and not PR.

A great part of the PR experience is to be able to see engagements taking place at a very long distance, only then you can really appreciate the grandness, scope and strategies taking place in PR.

Having viewdistances like this turns PR into a COD like corridor shooter expecience where you must rely solely on your map to really understand what is going on on the battlefield.

I am not against weather effects... but temporal ones not the whole time/whole map and certainly not as strong as this one...

No modern "smart" army would fight on such conditions where their advantages (scopes/long range weapons) are rendered completely useless by the weather. It is like fighting with torches under heavy rain :roll:
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