Page 11 of 13

Posted: 2007-01-07 23:16
by Rhino
try to lightmap anouther object, do a 1m crate on final lightmaps and see how it turns out :)

Posted: 2007-01-08 21:11
by Griffon2-6
Oooooohhhhh, right, that might just be the problem, they're not on final!

And the editor is very tricky. The TerrainSunColor is only correct after lightmaps are generated... I like my old color better, now everything just looks too yellow...

Posted: 2007-01-13 13:33
by Griffon2-6
Ok, everyone. I have heard concerns in another thread that custom content may interfere with a mapper's concentration on gameplay design. Let me assure you that this is not the case here. One can say my map attempts to explain the reason why the US started fighting the PRC. Make of it what you will, but I made this map because it is a far more likely scenario than US vs. PRC right away. I have put much effort into gameplay, and once the method for inserting custom material has been sorted, it is an easy ride from there. Also, I am not the one making the custom content, my friend is, as well as some community members here.

I hope this can clear things up for some community members, and those of you that have supported me so far, I thank you.

Also, does anyone have any experience with M16A1 rifles? I have done some tweaking to the M16A2 in game and I want to know if it feels right.

Posted: 2007-01-13 23:37
by Griffon2-6
Image

I completely agree.

Posted: 2007-01-14 00:17
by MMad
Hehe. Is assume that's a custom skin? :p

Posted: 2007-01-14 00:54
by Pantera
lol :D

I just figured out how to do custome skins/textures :)

nice one ;)

Posted: 2007-01-14 01:36
by Happy
That one was from matt.b :D

Posted: 2007-01-14 13:33
by Griffon2-6
Yep. It's a stock PR skin.

Posted: 2007-01-20 23:47
by Griffon2-6
Minimap Update
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More built up now, made a lake because I was too lazy to fill that area with suitable buildings. Tell me what you think of the terrain, the color's a bit bad.

Posted: 2007-01-20 23:51
by Hitperson
eye spy a hammer and sicle in the grass.

Posted: 2007-01-20 23:53
by Griffon2-6
Damn!

That was supposed to be an easter egg.

I see you're not really paying attention to the debrief lol.

And don't ask about the shadows near the edge, I'll see if someone can photoshop it in for me.

Posted: 2007-01-21 00:17
by Hitperson
huh...

Posted: 2007-01-28 02:21
by Griffon2-6
With any luck, I should have some new screens up tomorrow. I don't know how my new lightmaps went, so...

Anyway, rest assured I have been working a LOT on this map, and it looks OK now. I'd also like some more criticism about the minimap. I mean, does it look like the surface of the moon or does it look natural? Does it look too flat and featureless? Somehow unrealistic? I had no reference pics to go on and imagined the whole map up (no one takes pictures of suburban Taipei ARRRGGGHHH!)

Also, this map can't be released without the completion of the M60 Patton that my friend is making. That should be done within 2-3 weeks.

Thanks for your continued support everyone.

Posted: 2007-01-30 00:31
by Griffon2-6
All right guys, sorry for the one day delay. I did run into some tie-ups. Here are a few screenshots.

Industrial District
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A Neighborhood
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An Overview of the City (been a while since I've done overviews)
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So I realized that this didn't give much of a view past that big fat factory so I found another vantage point.
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I actually had to bump up the view distance for these last two shots. Believe it or not, the view distance represented here is 800m. Sure doesn't look like it, but it is. I think the fog is limiting that. My regular view distance is 400m, which is pretty long in the BF2 world. For some reason, my view distance at 400 feels less than Al Basrah's 300.

So that's it for the screenshots. There are some other things being worked on that I haven't shown yet, they're out of view for now.

I also want to know how to limit the number of limited kits available to each team, so if anyone can help me with that, that'd be great. I don't want PLA to have heavy AT (PLA never uses those anyway), and I want marksmen for this map, not precision snipers.

Posted: 2007-01-30 00:45
by V3N0N_br
1st of all...
The sky looks great... So does the industrial district

But the ground is kinda green... try setting the lighting stuff..I know it's a sunrise/down, but I think object lighting is too red.

Static usage is nice as well :)

Posted: 2007-01-30 01:18
by Griffon2-6
Thanks!

And yeah, my terrain is kinda messed up, but right now, the grass is the right color. If I change the terrain color, the grass molds to that color. What color would you suggest it to be?

Posted: 2007-01-30 01:28
by V3N0N_br
Griffon2-6 wrote:Thanks!

And yeah, my terrain is kinda messed up, but right now, the grass is the right color. If I change the terrain color, the grass molds to that color. What color would you suggest it to be?
AFAIK you can change colour texture as many times as you want. It's only applied once you actually paint an area.
That is, if you painted an area with "tarmac" texture, wich is in layer 2, then you change the texture in that layer to "green_new", the part you painted as "tarmac" will remain as it is.

And what I meant by terrain color I think is more related to "Level settings> Lighting settings" then Terrainsuncolor/terrainskycolor or something like it...maybe I just used the wrong expression hehe


hope this helps....
keep it up ;)

Posted: 2007-01-30 01:31
by Griffon2-6
Well, the initial problem is caused by light settings, so I was just asking what terrain light color would be best. Whatever I choose, everything seems to turn into different shades of one color.

Thanks.

Posted: 2007-02-26 17:55
by 77SiCaRiO77
are going to see this in pr 0.6 ? :mrgreen:

Posted: 2007-02-26 18:30
by Griffon2-6
Depends on the DEVs' decisions. I think they'll like it, I could also do with some help on places I have been too ashamed of to mention. The map is not done yet, but there is a good chance I can finish it within the next 45 days.