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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-22 19:46
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-23 06:56
by Rhino
pr|Zer0 wrote:Get something done and present it here ;)
Ye. Small tip X-Alt. Don't update a development topic like this unless you have something worth showing, saying or asking (mainly the showing part) otherwise people are simply going to stop looking at it. No one is interested in what you plan on doing next nor dose posting about it, unless asking what others think you should be doing, going to change how the map is developed either so there is no need to tell us :p

Also a few paragraphs in your posts might be nice ;)

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-23 07:01
by Jafar Ironclad
[R-DEV]Rhino wrote:Ye. Small tip X-Alt. Don't update a development topic like this unless you have something worth showing, saying or asking (mainly the showing part) otherwise people are simply going to stop looking at it. No one is interested in what you plan on doing next nor dose posting about it, unless asking what others think you should be doing going to change how the map is developed either so there is no need to tell us :p

Also a few paragraphs in your posts might be nice ;)
To forward on Rhino's point; get in the habit of taking screenshots. Lots of them. Things you're proud of showing, but also things you're not proud about but unsure how to proceed with.

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-25 01:51
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-25 02:00
by Rabbit
Yamila has about 30,000 iirc. I really wouldn't go beyond that.

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-25 08:22
by Rhino
Drove is a very bad example as it only has a 500m VD where to have jets on a map you need a minimum of ~800m and the larger your VD the more trees the client will be rendering at one time.

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-26 01:38
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-26 21:14
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-27 07:02
by pr|Zer0
Instead of using windows screenshot "feature", next time use renderer.dumpscreen in the editor, and SS will be much clearer.

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-27 22:40
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-28 14:23
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-28 14:41
by Microwaife
That's the BF2 editor for you.

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-28 14:59
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-28 15:04
by Mineral
You can only get experience by sitting it threw :) Experience doesn't suddenly appear next year so you can't pick this up again, you understand that right? :) Have faith in the project and if you have the motivation & ambition then you can find the will to finish it. If you don't have that then let it rest for a while or forever. There is not shame in that, modding is only a hobby right :)

Like I said in the beginning, don't take too much on your plate that you can't handle from the start. Start small with a simple map for PR or BF2. It's more fun to make something for yourself as well then editing somebody else's work I believe. I experienced this myself. Get used to all aspects of mapping before taking on something huge like editing a 4K map made by a experienced DEV.

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-28 15:24
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-28 23:37
by pr|Zer0
Small tips:
If you plan to work on terrain and/or statics, rename the colormaps/detailmaps/overgrowth folders to something else, so the editor doesnt load them. You will save some memory(editor is a ***** when it comes to RAM). When you plan to tweak colormaps and other stuff in the terrain editor, rename them back to the original name and the editor will load them.
Second, theres an enhanced version of BFeditor in this forum, a more stable version. Search and you'll find it.
Third, turn off gameplayobjects in the editor settings.
Save often.
Dont try to do all at once, editor is more prone to crash, especially when you work on terrain editor.
Also, as Mineral said, a 4 km map is a BIG challenge: my map is WIP for 3 years now. You need dedication for a 4 km map.

Re: [Map] The Battle for Qinling V2

Posted: 2014-03-01 00:03
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-03-01 14:34
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-03-03 02:18
by pr|Zer0
dude you will get nowhere by starting something and drop it when you meet difficulties or you get bored and then you start another thing that may be more "fun".
You can get all the help you need around here when you are in trouble, but its you who have to do the work
Condensing everything map tutorials are saying : A map takes TIME and DEDICATION.
Consider that maybe mapping is not you thing.

Re: [Map] The Battle for Qinling V2

Posted: 2014-03-04 22:08
by X-Alt
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