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Posted: 2007-07-04 16:58
by TY2D2
/me slaps slaps THE_BIG_DADDY into another thread with a large trout.

Posted: 2007-07-04 17:07
by TY2D2
oh yea and i have a suggestion for ya okita,
If you know how to do this (probably do) you should get the houses from Kashan into your map, they look a lot better than the vBF2 houses. And since this map isn't going to be done until .6 is out, there really is no risk in using the beta statics because they are pretty finalized, and if they are changed they should automatically be replaced with the new ones. Unless the devs do somethin lame and rename them for some reason.

Posted: 2007-07-04 17:15
by OkitaMakoto
Im not mad at all. I just want to avoid confusion. Look what happened to Spush's ACU thread awhile back... someone posted theirs, then no one knew whose was whose...
I'l look into the Kashan houses... what do they look like? I havent played .6 a whole lot (excluding al basrah) Are they the destructible ones? like what I made the target building out of?
p.s. /grabs larger trout, just because it would be funny/
My precious...
Its not the pics he posted, but it and the few posts after it that started up... just wanting to avoid confusion..

Posted: 2007-07-04 18:18
by TY2D2
They aren't modular, but they are destructible, would fit in perfect for the spaces in the city blocks, and on the out skirts. They are just little box homes, like 8 different ones but all the same relative shape. I think (if you unpacked them for your editor) they are in vh (village houses) and the walls are in vw (villagewalls).

Posted: 2007-07-04 21:43
by OkitaMakoto
I almost think i did that... but i might be thinking of ones from vBF2... let me link a pic and tell me if it is/isnt what you are talking about...

***EDIT*** nevermind, you said not modular, but destructible... ill get on it... now that i think of it, i havent unpacked thebeta files... so no. i dont have them... yet.
if not, ill get on it because I want more smaller buildings to sort of place just in front and between larger buildings to look more run down.. like there are businesses and bigger buildings, but life still blows...
generating a low level lightmap just for kicks since ill be out all day celebratin'
Posted: 2007-07-04 22:23
by Outlawz7
btw, how did you paint the terrain, manually or TPaint? cos it looks the same through out the map...
Posted: 2007-07-05 00:00
by THE_BIG_ADDY
you should get the houses from Kashan into your map, they look a lot better than the vBF2 houses
I'l look into the Kashan houses... what do they look like?
^^ that are the houses from kashan

Posted: 2007-07-08 05:26
by OkitaMakoto
Outlawz wrote:btw, how did you paint the terrain, manually or TPaint? cos it looks the same through out the map...
*sigh* I did edit it using TPaint, but I must have messed up along the way, because yes, it IS all the same texture..

I edited the mountainous area to have a more rocky texture, but yeah...
If you could lend me some assistance, I would GREATLY appreciate it!
And to the post on the houses, I will get on that right away!
Thanks all
<3
Oki!
Posted: 2007-07-08 06:37
by Outlawz7
I used TPaint, too, and had two textures, desert sand for Low and rocky texture for Steep and it works...
Posted: 2007-07-08 07:26
by OkitaMakoto
Outlawz wrote:I used TPaint, too, and had two textures, desert sand for Low and rocky texture for Steep and it works...
I was thinking there was a way to make the flat terrain auto mixed between two types of sand or something...
The mountains have their own texture and so does the sand. There is some grass too... but the sand is a bit repetitive...
Posted: 2007-07-08 09:41
by Outlawz7
All textures are repetitive, unless you paint different one per part of the map...
Another way is to edit them with Photoshop, but theres no way to determine, which pic is what part of the terrain :/
Posted: 2007-07-08 16:38
by OkitaMakoto
yeah, im trying to change it up some on the terrain. theres always going to be a sacrifice of some accuracy for the sake of playablility. im sure everyone knows that. Ill try to keep it to desert and at the same time, make it a bit more visually appealing.
: )
Oki
ps, just got a copy of DF:BHD, I really like the city, even though it is a bit bland. i like the shacks just sitting in front of main buildings... really noticeable when you first enter mogadishu and then head to help out chalk four... fun stuff. the music in that game is AWFUL!
Posted: 2007-07-09 07:20
by DarkTalon

just a reference image i found watching a documentary, you've probably already finished the target building, but i found the documentary interesting nonetheless.
heres the link
http://www.tv-links.co.uk/link.do/4/170 ... 7007/27631
Posted: 2007-07-09 13:24
by OkitaMakoto
Damn, nice pic. But, in all honesty, the destructible building i made looks close enough for me to consider it as realistic as its gonna get. maybe i can add on another floor though...
: )
thanks, finally a pic submitted that I already didnt have... well, there was also wolcotts bird.
now off to work, im already late!!!
Posted: 2007-07-09 16:05
by Outlawz7
OkitaMakoto wrote:
ps, just got a copy of DF:BHD, I really like the city, even though it is a bit bland. i like the shacks just sitting in front of main buildings... really noticeable when you first enter mogadishu and then head to help out chalk four... fun stuff. the music in that game is AWFUL!
That game is old...altough making maps for it is a lot easier...sometiems too easy...
Whenever I went into one of BHD server with custom maps, it was unbalanced spawn rape. And every other frigging map had to have areas connected by ONE tunnel, made out of open containers...
Posted: 2007-07-11 01:34
by OkitaMakoto

Ok, ummm, i lightmapped, but things are a bit dark now (i did the lowest level cuz i was out of the house anyway)
***EDIT***
here is my light settings window... that *might* help? **edit** wow, i just realized... my sun settings are all whack... thats probably it...!? ahh!
should it be looking this dark? what can i tweak in the future... somethings i think it *might* be...
rendering in object normal mode, not "object color" mode,
and the most important... i set sunflare... but maybe i didnt set an actual *sun* how do i do this? ill look on the bf2 forums later, but any help on getting my map light would be neato.
thanks. maybe this weekend i can get some more work done... hopefully wrap it up soon...maybe...
ps trust me, i know that games old

but that still doesnt mean the music isnt horrid... that same song, that same 5 second crappy techno-y loop when you go close quarters... yeah, if youve ever played the game you know what im talking about!

Posted: 2007-07-11 01:42
by Rambo Hunter
For sun, look in the direction you want the sun, then on the top find a tab called "light" then go to "set sun(flare) direction" and set the sun/sunflare. remember when setting the sunflare make it FROM camera, not to camera
and one of the things i remember the veterans saying is how they were frustrated at the small alleys too small to fit humvees in, and how the streets weren't in a "grid" and how streets would run diagnol to one another
Posted: 2007-07-11 01:53
by OkitaMakoto
found it! the lightmap was done from a VERY low elevated sun, check out this pic.

you see how the shadow of the one mountain is on the other at such a low angle? if you go down a bit, the shadow matches perfectly!
which means, the city on the OTHER side of the mountain wasnt gettin' any of teh_sunz! which means, i need to redo the lightmap! bahhh!!!!
great job magoo, you've done it again, sir
starting the lightmap again, ill check it after work tomorrowz.
<3
Okita
Posted: 2007-07-12 00:08
by OkitaMakoto

so, my pc, while left alone, updated windows...and restarted before finishing... but look here and you can see some improvement... ill have it do the light mapping again tonight... maybe this time it wont fvck up.
lightmapped (correctly) target building:
