[Info] You are now able to make a map in 1024x4 size

Making or wanting help making your own asset? Check in here
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

[Info] You are now able to make a map in 1024x4 size

Post by Griffon2-6 »

Ok, any test this yet? Argh, when I first started Taipei, guess what size it was? When I tested it in game, the map looked like a chess board. Someone told me it was impossible to make a map in 1024x4 size, so I scrapped it and restarted. Now guess what?

http://bfeditor.org/forums/index.php?showtopic=8407

I don't know what to say, I mean this information comes along after I'm almost done the map. I guess I could make an air battle map between RoCAF and PLAAF. Although in theory, Taiwan's F16s and Mirage 2000s would probably be pwnz0r'd by the PLA's h4x jets. The weird thing is that Mirage 2000s would probably stand a better chance against J-10s than F-16s due to the cannons it has right now.
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

Does this mean map maps will get bigger in size or just the terrain more detailed?
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

The maps will be bigger. I don't know if lightmaps will work well on that size though...
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

! QUICK ! JABAL V2.0! :shock:
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

Ye we have known this for some time now hehe.

We do plan at some point to be making 4km^2 maps (or bigger) at some point if there are no problems, but we still do need to fully test our concepts out :)
Image
YoJimbO
Posts: 386
Joined: 2005-09-27 09:33

Post by YoJimbO »

Aren't maps laggy enough as it is though?

Plus surely the action'll be spread right out?
Image
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

We do plan at some point to be making 4km^2 maps (or bigger)
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

YoJimbO wrote:Aren't maps laggy enough as it is though?

Plus surely the action'll be spread right out?
the map data itself will stay more or less the same size. Its scale of the map has been increased from 2, to 4. Meaning that each "grid block" will be spread thurther apart (4ms to be excat) so the terrain wont be as nice, but will be much bigger. Before when you made a scale 4, or above map the textures went very wired but thanks to a good old lex, (yes there is afew good ppl in DiCE/EA) he has told us finally how to do it :)

but if we where to fill that entire space up with buildings and make it into a fully urban map, then yes it would crate alot of lag :p
Image
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

OK, I'm having trouble creating a city on Taipei already, and that's around a quarter of a 1024x2. Only an insane person would fill a x4 with buidings.
YoJimbO
Posts: 386
Joined: 2005-09-27 09:33

Post by YoJimbO »

Ah right cheers for that clearup Rhino, so the textures etc are stretched? Hmm anyone tested it? Doesn't it look lame?
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

YoJimbO wrote:Ah right cheers for that clearup Rhino, so the textures etc are stretched? Hmm anyone tested it? Doesn't it look lame?
We will look more into this later. I have yet to make a POC of it but im wating for my new system, and i have other work at the mo to be getting on with.
Image
Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Post by Pantera »

Wow a huge map eh ?

Wouldnt that lag like no tomorrow ? (becuase of the distance render and stuff ?)
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

Darth.Skyline wrote:Wow a huge map eh ?

Wouldnt that lag like no tomorrow ? (becuase of the distance render and stuff ?)
try to read the whole topic before you reply :neutral:
Image
TheDarkOverlord
Posts: 134
Joined: 2006-05-07 13:19

Post by TheDarkOverlord »

How much lag does overgrowth cause? Would a 1024x4 forest map be possible without lagging too much?

Either way, lightmaps for 1024x4 maps will take forever.
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

TheDarkOverlord wrote:How much lag does overgrowth cause? Would a 1024x4 forest map be possible without lagging too much?

Either way, lightmaps for 1024x4 maps will take forever.
overgrowth lag all depends on factors like draw distance, denisty etc. It would be possible to do a 4km^2 forest map without lag with the right settings, I dont see any problem.

and lightmaps for the terrain would take the same amount of time for a 1024x2 map. The scale is the same. the map data files are still the same size, they are just stretched to a different scale that is all. But if you filled the entier map up with objects that also need light mapping then thats a different story.
Image
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

Anybody wanna do a remake of Everon or Nogova? :m1helmet:
Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Post by Pantera »

@ Rhino
How much lag does overgrowth cause? Would a 1024x4 forest map be possible without lagging too much?
Thats what i meant to say.

and i did read the whole topic ;) :)
Image
=HR=Drayu
Posts: 411
Joined: 2006-05-28 17:54

Post by =HR=Drayu »

Very nice news indeed....now for an air map with objectives (a la DC No Fly Zone) :D
Mekstizzle
Posts: 882
Joined: 2006-10-30 17:15

Post by Mekstizzle »

You could only probably create a VERY rural map with that though. Would be fun for some nice tank battles and even more fun for the Ground Attack Planes...and a nightmare for helicopters. :D
TheDarkOverlord
Posts: 134
Joined: 2006-05-07 13:19

Post by TheDarkOverlord »

Guerra norte wrote:Anybody wanna do a remake of Everon or Nogova? :m1helmet:
Sounds interesting. It would have to be only part of the island though. Any suggestions for the area? I found a map for the Lipany area of Novoga and a farm area outside Bitov, but I cannot find any more reference images. Anyone have any?
Image
Post Reply

Return to “PR:BF2 Community Modding”