Page 2 of 3
Re: NIGHT MAP Q (for Public)
Posted: 2011-07-27 13:56
by Rudd
I forgot all about that, who made the audit?
edit, it was Wilkinson

Re: NIGHT MAP Q (for Public)
Posted: 2011-07-27 14:22
by maniac1031
I would love to see like barracuda under a full moon rather than the sun and just not have NVG.
Re: NIGHT MAP Q (for Public)
Posted: 2011-07-27 14:25
by xambone
maybe a really foggy muttrah city variation along with the current one that way servers could decide
Re: NIGHT MAP Q (for Public)
Posted: 2011-07-27 14:27
by Vista
Me too omg... I wish PRBOT would just spend his entire robot life making our sugestive maps!! ;D
Re: NIGHT MAP Q (for Public)
Posted: 2011-07-27 19:03
by Rhino
[R-DEV]Rudd wrote:I wouldn't expect we'd do it like that picture anyway because 1) the number of glows and dynamic glows would probably make CPUs cry and 2) If I were the MEC I'd turn the lights off to make it harder for USMC air support (since MEC presumably would have NVGs also)
Its more an issue that you couldn't do it quite like that because you can only have one point light colour, so you couldn't have all thous different pretty colours you see.
Re: NIGHT MAP Q (for Public)
Posted: 2011-07-28 09:16
by Super64
I'd never expect the lighting to be brilliant, but there is some simple lighting in the Special Forces maps. I'm sure you guys would figure out a decent compromise whilst maintaining a decent map.
Barracuda at night sounds interesting too.
In any case, it would certainly give the choppers a little more chance against the hardened AA.
Re: NIGHT MAP Q (for Public)
Posted: 2011-07-28 10:33
by angellfall
Im quite sure that those"thermals" we have ingame would not work whitout light of the map. But that is just me quessing.
If they do work that does mean we do have some night maps at the last version prolly...
Re: NIGHT MAP Q (for Public)
Posted: 2011-07-28 10:38
by Rhino
Super64 wrote:I'd never expect the lighting to be brilliant, but there is some simple lighting in the Special Forces maps. I'm sure you guys would figure out a decent compromise whilst maintaining a decent map.
Yes its not very hard to do it the SF way, just takes quite a lot of effort. My comment above was that you can't do lots of different coloured "point lights" in BF2 as you can only set all the point light to one single colour, so you couldn't get that effect you see on thous photos of muttrah where there is lots of different coloured lights flooding the streets.
angellfall wrote:Im quite sure that those"thermals" we have ingame would not work whitout light of the map. But that is just me quessing.
If they do work that does mean we do have some night maps at the last version prolly...
The thermals ingame do not rely on light. You could have a 100% black map and they would still work.
Re: NIGHT MAP Q (for Public)
Posted: 2011-07-28 16:44
by xambone
issue is all mec would have is a TOW was Thermals, Cobra, and AAV would rape
Re: NIGHT MAP Q (for Public)
Posted: 2011-07-28 17:50
by goguapsy
GoreZiad wrote:I would play any night map, no matter how buggy. With or without nightvision.
Same here, just for the epicness of it. Buggy or not.
Re: NIGHT MAP Q (for Public)
Posted: 2011-07-29 09:01
by Rudd
xambone;1635330 wrote:issue is all mec would have is a TOW was Thermals, Cobra, and AAV would rape[/
if it was done I'm sure all the conventional factions would get NVGs, I'm really not sure what to do for the non-conventional factions.
Though Kozelsk at night would be pretty epic

the dynamic lights are already setup in some areas by Deer like the tunnels - an excellent mapper.
Re: NIGHT MAP Q (for Public)
Posted: 2011-07-29 09:12
by Scot
If night maps ever get back in, the little jungle maps like Mao Valley, OGT and Bi Ming have to be brought back.
Pleeeeeeeease?
Re: NIGHT MAP Q (for Public)
Posted: 2011-07-29 09:38
by Jafar Ironclad
Consider the following:
Shijia Valley, Clear Night Edition.

Re: NIGHT MAP Q (for Public)
Posted: 2011-07-29 11:40
by xambone
Well, I think it would be best to test the response of an older map small like Muttrah since it is in the city where lights would be and is only 2km. If it got positive feedback then imagine Kashan and Silent Eagle would be next.
Re: NIGHT MAP Q (for Public)
Posted: 2011-07-29 12:22
by Spec
[quote=""'[R-DEV"]Rudd;1635686']
xambone" wrote:issue is all mec would have is a TOW was Thermals, Cobra, and AAV would rape
if it was done I'm sure all the conventional factions would get NVGs, I'm really not sure what to do for the non-conventional factions.
Though Kozelsk at night would be pretty epic

the dynamic lights are already setup in some areas by Deer like the tunnels - an excellent mapper.[/QUOTE]
I'd be especially fond of conventional vs. unconventional factions there, with perhaps an entirely new game mode. Something that gives the coalition a massive advantage equipment-wise, but punishes every small mistake. With the unconventional factions, for example, guarding a region, setting up patrols and such and trying to best coordinate their defense, with a stealth-based coalition faction to eliminate a few key targets - the exact targets will not be known to the unconventional team, so they have to guard all possible targets and find out what the enemies probable objective is by catching them when they attack it, and then reinforce especially those points.
I'd honestly love some more sneakyness in PR

Re: NIGHT MAP Q (for Public)
Posted: 2011-08-03 15:42
by Rabbit
Here's a question, why are there no night maps? I've had promising results when testing the right values.
Re: NIGHT MAP Q (for Public)
Posted: 2011-08-03 15:49
by Rudd
this had better be the last time I have to post this....
NVGs do not work with teh current shaders, in fact last time I loaded a nightmap with isnightmap 1 enabled it just crashed in 0957 and 0962 (beta)
The bug was that on newer graphics cards the statics turned black when touched by a dynamic light, it made the dam on jabal look hilarious when we were testing some WiP night versions of maps.
Yes you can just shove the darkness on to a map, its very easy, the most complicated bit is getting the groundhemi dark, and thats a simple task in itself. But NVGs would be a requirement for realistic nightmaps, and there is the problem.
So if you wanted a nightmap, a proper nightmap it would have to be a 100% overgrowth based map at this time
gx, if you have anything interesting to share, feel free though.
Re: NIGHT MAP Q (for Public)
Posted: 2011-08-03 16:09
by Rabbit
I understand the shader problem. But with so many people wanting night levels why not say screw it and put one out wihout nods?
Re: NIGHT MAP Q (for Public)
Posted: 2011-08-03 16:35
by Rudd
because we arent in the habit of releasing things that aren't up to our standard (at least not intentionally ;D)
if you want to do a night map event without NVGs I encourage you to do so.
Just be aware that it might not work the way you want
to do it at the most basic level you just need to do the lighting and sky settings, darken the groundhemi and sort any envmaps (including water envmaps), you can add ambient sounds to that and if wanna go the whole hog you can implement dynamic glows on the map in logical locations, but that would require relightmapping stuff
Re: NIGHT MAP Q (for Public)
Posted: 2011-08-04 00:01
by Spartan463
Now im not saying you guys need to go out and make a night map pack, but a simple night map just to see how it plays out would be interesting, (damn i wish i could do it all in lightwave). Im thinking just a simple 1km or 2km with maybe only a small town and some lights (ex. op. archer inf 16 layer). I wouldnt really care if it lowered the quality of the map that much just like to see how the gameplay works out.
do you guys use BF2 Editor for all that would be needed?