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Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 15:10
by Rhino
the only texture assigned to waterplanes is a dummy texture to tell where the water texture/effect goes. I dont think you can do anything else with it colour wise, if you added a detail texture on it or something it would probably just not work. Its really not a big deal w/e the case tbh and just overcomplicates everything.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 17:50
by GhostDance101
Your Screenshots are looking sweet!! Sexyest nature based map yet !!! Hope the changes to the colision meshes worked out ok.

A couple of years back I had made a static fog efect for a map in another mod, It might look good over the marsh areas or in the valleys maybe... I could dig it up for you if your intrested in testing it out.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 23:06
by ChiefRyza
[R-DEV]GhostDance101 wrote:Your Screenshots are looking sweet!! Sexyest nature based map yet !!! Hope the changes to the colision meshes worked out ok.

A couple of years back I had made a static fog efect for a map in another mod, It might look good over the marsh areas or in the valleys maybe... I could dig it up for you if your intrested in testing it out.
The changes worked great :-) I still felt nervous driving a tank over them once they were fixed after the horrors I encountered before :-P But yes, they work much better now and means you can drive through them without the fear of being sent to the heavens in a metal coffin.

I was thinking of adding a fog effect like that but wasn't sure if there was one big enough. It would be great to try out anyway if it's no trouble.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 23:08
by Rhino
A morning river valley fog could work quite well for this map :)

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 23:52
by Zeno
[R-DEV]GhostDance101 wrote: A couple of years back I had made a static fog efect for a map in another mod, It might look good over the marsh areas or in the valleys maybe... I could dig it up for you if your intrested in testing it out.
how is this effect? any pics?

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-22 11:06
by VapoMan
There is already mist in PR, it looks like weak blueish smoke and can be placed in as a static.

Located in:

objects>static objects>pr>ambient effects>static

there are more effects in:

objects>static objects>abient effects>static

What the mist looks like in my map:
http://i681.photobucket.com/albums/vv17 ... /mist2.jpg

http://i681.photobucket.com/albums/vv17 ... n/mist.jpg

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-22 12:49
by ChiefRyza
VapoMan wrote:There is already mist in PR, it looks like weak blueish smoke and can be placed in as a static.

Located in:

objects>static objects>pr>ambient effects>static

there are more effects in:

objects>static objects>abient effects>static

What the mist looks like in my map:
http://i681.photobucket.com/albums/vv17 ... /mist2.jpg

http://i681.photobucket.com/albums/vv17 ... n/mist.jpg
GhostDance is talking about a larger area-covering version of that mist. I would require to cover a relatively large area so it would be better than the stuff already in the editor.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-22 13:53
by VapoMan
Yeah that would be pretty handy, the current one makes you have to repeat the effect over and over to get any good coverage.

I would also like to see your mist effect GhostDance :) I would like to use it too if it suits.

Otherwise someone could just edit the colour of the sandstorm effect (ambStat_oluja), currently its yellow which makes it desert only, a white/blue/green colour would do nicely on jungle maps.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-22 14:44
by myles
As i recall wasnt there mist in opertion ghost train?

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-22 15:07
by Rhino
No OGT just had a short VD that was made to look like mist.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-22 15:34
by Tannhauser
[R-CON]Rudd wrote:I wonder, can you have a texture for a particular waterplane that adds the colour of the texture on top of the colour that is created by the water and envmaps?

so, you'd have a yellowish texture on top of say...qinling_waterplane_2 or whatever it is so you'd end up with a different colour that you can change with a client texture? the problem would be then phasing that in to the sea colour.
Just a quick idea I had.
Wouldn't it be possible to just make a flat static object with the needed 'texture' matching the size of the waterplane, then make it 'not-solid' so it lets you swim/float trough it and just place the static below the waterplane?

Also, is it possible to give an opacity/transparency effect to textures in this engine?
And for that matter, can this engine handle animated textures like in its updated version in 2142? I'm asking these questions because this would make it possible to make dummy water/mud/swamp planes « something that would fit this map perfectly IMO.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-23 22:33
by myles
[R-DEV]Rhino wrote:No OGT just had a short VD that was made to look like mist.
well i guess it worked good for me to call mist lol

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-24 03:12
by ChiefRyza
Image

This is a really annoying problem when looking towards the sun, the water on the map looks like this. I'm not sure how to fix, I've done my envmaps, I just don't know what to change to get rid of it. Done plenty of searching but came up empty.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-24 05:04
by AFsoccer
Have you tried changing the height of the envmap static object? That might help.

Also, there's a tutorial out there that explains how to create several envmaps then save the default envmap as the water envmap.

Creating A Map For Begginers - (very Image Heavy) - Official BF Editor Forums

Here's the part in question:
At the top click compile/envmaps/generate envmaps

Now, navigate to your maps envmap folder

Copy the .dds called EnvMap0.dds

Navigate to EA GAMES\Battlefield 2\mods\bf2\Levels\Tutorial_Map

And create a new folder called "Water"

Open the water folder EA GAMES\Battlefield 2\mods\bf2\Levels\Tutorial_Map\Water

Paste the EnvMap0.dds in the water folder and rename it to EnvMap.dds
Not sure if it will help, but worth a try.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-24 05:33
by ChiefRyza
Done all the Envmap tutorials from start to finish, word for word. I don't know if it is how high I am placing it, because the tutorial says to have it above the terrain and the water. Problem is, my terrain is so high it might be causing more issues than I know about.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-24 05:36
by Rudd
post your water.con maybe its something in there

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-24 05:47
by ChiefRyza
Managed to fix it by increasing the water specular power in the Water.con. Feel like a bit of a noob for not seeing such a simple fix but well, at least thats done lol.


Added briefing to original post.


The African Union has quickly taken form as a fully capable conventional force at the height of the global conflict. In an effort to draw imminent re-enforcements away from the Middle-Eastern theatre against Commonwealth and NATO Forces, United States Marines prepare fleets to assault the mid-western coast of Africa. A diversionary attack further north has drawn the vast majority of African Union forces away from a key landing area, containing abandoned cold war era bases and valuable facilities and military installations.

United States Marines will take designated beach-heads via forced landing, destroying immediate defenses and A.U. units, and then establishing a position for further assaults. Positions to be taken will be selected based on intelligence of enemy movements, thus the assault cannot be specifically planned until landings begin. Aircraft support ranging from AV-B8 Harriers and AH-1 Super Cobras will be available, while heavy armoured support will be available once a suitable beachhead has been secured. Beaches will need to be secured initially by ground infantry supported by AAVP7-A1 Landing Vehicles as quickly as possible before A.U. Heavy support is able to arrive.

African Union Forces are expected to be equipped with armoured support, infantry divisions and Attack Helicopters. Anti-Aircraft units will most likely be limited to conventional gun-trucks as most heavy anti-air units have been diverted further north.

Marines will rely on speed and co-ordination to succeed, while the African Union will rely on an iron-fisted defensive doctrine, utilizing their own environment to the best of their ability. Both factions will require the utmost amount of teamwork for any chance of victory. Operation Tempest is underway.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-24 09:02
by VapoMan
Wow, what is your current view distance and number overgrowth objects?

Looking really good :D

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-29 00:53
by rampo
Really hope we can have this is PR :) Extremely innovative.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-29 03:32
by shribey22
I have two technical questions:

1: Will you incorporate a spawn point for the defending forces at the next flag after each objective is taken by the Marines?

2: What do you plan the starting layout to be (not what the bonuses are)?