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Posted: 2007-07-13 21:39
by Teek
are the flags in a '7' shape or a 'T' shape order?
(k2 in along the main road, just outside the city, btw)
http://inquirer.philly.com/packages/som ... Sold18.jpg
good reference pic, notice the dirt and junk.

Posted: 2007-07-14 01:07
by OkitaMakoto
Teek wrote:are the flags in a '7' shape or a 'T' shape order?
(k2 in along the main road, just outside the city, btw)
http://inquirer.philly.com/packages/som ... Sold18.jpg
good reference pic, notice the dirt and junk.
Ummm, ill try to explain what I think you are asking. What I want to have, for the AAS order for Marines/Rangers is Airport, the first entry into the city, the target building (which is 2 up from the entrance, the other being Durants crash), next I think I will have *maybe* both crashes as one? then the bakara before the insurgent spawn, then insurgent spawn (which will prolly end up being uncappable)

the thing is, this needs work, because I want fighting to focus on the crashes AND target, and if the insurgents cant cap the target, why would they attack it?

can the order be different for the two sides? as opposed to being the opposite of the other teams order?

could i, if using the order above for marines, say that the insurgents must take their bakara market, then any of the crashes or target building? im not sure how to really do this...

anyway, to try and answer your question, im not sure what you were asking... its in... the shape of how it is on the maps?

if anyone (especially eggman an irontaxi if they are still looking here) has any suggeestions/knowledge on AAS, PLEASE, lend me a hand/suggestion. Thanks!

Posted: 2007-07-19 01:40
by OkitaMakoto
Who was saying something, maybe on another thread, about on of the VH houses crashing to desktop when selected?

I want to avoid touching this one... otherwise, the city is almost done, and maybe I can work on getting it packed up (if i can figure out combat areas and spawn cars and such)

***edit***
nevermind, i think it was the last wall... at least, thats where it crashed on me. every other house and wall loaded up. i'll start putting those in between buildings and little villages and stuff...

Posted: 2007-07-20 05:26
by FactionRecon
Map looks fantastic! If you can believe it, I just sat here for an hour (it's 1:30 am) and read the entire thread. It was very neat indeed to witness the evolution of your thought processes and mapping techniques.

I tried to make a map for BF1942 Forgotten Hope mod a while back, based off of the last scene in SPR. Lost it when my computer died though :(

Keep up the good work and I'll be sure to check in more!

Posted: 2007-07-20 13:03
by Robbeh
Map looks really exceptional! :D
whats the performance like?

Posted: 2007-07-21 02:34
by OkitaMakoto
Wow, thanks faction recon, thats good to hear... haha, this thread has gone so far...lol... from the beginning mass confusion thinking i was making a whole mod, to all this in between stuff.... but i think this thread has been a MAJOR hellp in keeping this map rolling for me and bringing in fresh advice and ideas(since i dont know what im doing half the time ;) )

ummm, im not sure about performance, but im on 3 gigs of ram and an x1900gt, only running it in the editor and its ok, and thats also running all the editor stuff...so im sure it wont be as loaded in game...? maybe it will though, idk... but thats one thing im a bit concerned about...

if need be, the map will not have an al basrah view distance.... but i hope people can get over that... cuz this city (when done) should be loaded...and really big... even after initial release, i hope to go back and make it better, but i really really want to get a solid release out to get very general feedback on lighting, basic layout, and such.

I realize there is a lot more tweaking, but I am just getting so excited :)

and i need to find a server to test it on... :(

Ohh, anyone know anything about undergrowth? I have grass in my map, but it is incredibly light, almost whitish and I am wondering whats up with it... when it is rendered under a shadow it looks better, but theres something about the ambient light or something that makes the grass under the sun look really white/yellow...

Posted: 2007-07-21 02:56
by Outlawz7
Once you generate env and light maps, it fixes the grass and rest of the shite, also the water..

Posted: 2007-07-21 03:12
by OkitaMakoto
Outlawz wrote:Once you generate env and light maps, it fixes the grass and rest of the shite, also the water..
Ohhh, i have lightmapping done on medium(just to see it) but I have yet to do env mapping... maybe thats it. Maybe I'll do that, hpefully it doesnt take too long. Ill go look into that thread on env mapping now then...

Posted: 2007-07-21 04:00
by OkitaMakoto
Glitch in the Matrix!!!

I did env mapping, and when I look REALLY REALLY close to the water, i see this

well, this is at a distance:
Image
this is way up close on the surface:
Image

anyway, rolling away, gonna go play some PR now... still trying to get the grass to be less white... but, meh...

Posted: 2007-07-21 09:23
by Rhino
turn off your AI editor, then regen.

Posted: 2007-07-21 11:36
by Outlawz7
I had the same, too...I go into my test map's lake and see this weird equasion in there :p

Posted: 2007-07-21 23:13
by OkitaMakoto
ok, so i am trying to get my grass to look right. this is how it has been looking since i started...
Image

I am editing the color for "terrain sun color" under "light settings". The grass looks how i want it when I render in Object Color Mode, but when I render in Object Normal Mode.... the sand turns green also.... which... is clearly not what i want... i am wondering which of these is what the map will look like when packed....

the object color mode seems like it is more realistic... but you would think object normal modes name would mean thats how it...normally will look...right?

If anyone knows how to get greener grass than the pic, which is really really light and white, PLEASE let me know.....
Thanks!

Posted: 2007-07-22 00:51
by NaZar3TH
map looks great.. ;-)

jus one thing though...

dont make the streets all nice and clean. please for the love of christ ive played so many awesome maps which streets are sterile an smooth, no rubble, no junk, no burnt out vehicles. please please make the streets have roadblocks n burnin piles of shit n all that lovely stuff. and make sure theres lots of smoke plumes- that definately adds to the atmosphere...

thanks man

NZ

Posted: 2007-07-22 00:57
by El_Vikingo
+ lag

Posted: 2007-07-22 01:07
by OkitaMakoto
lower view distance.
and upgrade or get out :) not really... but its gonna have a lower view distance, and if i pack it and its too laggy, ill take stuff out,t hats what testings for... feedback.

Posted: 2007-07-27 21:31
by TayloR016
This map looks quality i didn't even know there was a map in this thread until i looked further in lol , okita do you have roadblocks in the map? and litter on the ground like al basrah has? if not their are my ideas to add.

Posted: 2007-07-27 23:43
by OkitaMakoto
The Power wrote:This map looks quality i didn't even know there was a map in this thread until i looked further in lol , okita do you have roadblocks in the map? and litter on the ground like al basrah has? if not their are my ideas to add.
I have burning roadblocks and some litter, mainly now i just have to get it looking dirtier and then get it to pack (it always gives me some memory error and crashes... i have 3 gigs of ram...)

Posted: 2007-07-27 23:59
by TY2D2
Try closing all processes, then try... and if it keeps crashing even after that.. just try again... and if it NEVER works... Well you can always send it to me and I can pack it for you.

Posted: 2007-07-28 04:23
by SGT.JOKER
is it based at night or during the day, as i remember in the movie it has both

Posted: 2007-07-28 04:29
by PlayPR!
For the love of god make it day! Those NVGs give me excruciating headaches!