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Re: NIGHT MAP Q (for Public)
Posted: 2011-08-04 00:14
by Rabbit
Spartan463 wrote: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?
pretty much, some people use different systems for things like lightmaps, one thing that is key when making a night map is to set camera to top view, then set light to "from camera" this way it will shoot the light strait down minimizing shadows during lightmaps.
Re: NIGHT MAP Q (for Public)
Posted: 2011-08-04 00:35
by Rudd
that would be wierd...just set the sunlight to zero lum, if you don't I think you'll run in to troubles down the road if NVGs were ever re-implemented
yes the BF2 editor is all you really need for this, and photoshop/other dds complient program for the groundhemi change (the groundhemi is a texture which is what determines the colour of light reflecting off the ground, its used to help make soldiers fit in with their environment, if it isn't dark the gameplayobjects will show up as light coloured in the darkness.
I have a version of Tad Sae which I had converted for night, was pretty fun in PRSP
Tad Sae Night PRSP - Xfire Video
Re: NIGHT MAP Q (for Public)
Posted: 2011-08-04 01:23
by xambone
wow that looks like so much fun. I noticed the black ground effect when shooting sometimes. its not terrible, but it would be funny to have no nvg and to sneak around and bump into enemy team.
Re: NIGHT MAP Q (for Public)
Posted: 2011-08-04 01:30
by Rudd
its not a black ground effect, its a black static effect
Re: NIGHT MAP Q (for Public)
Posted: 2011-08-04 01:57
by PoisonBill
If we have small CQB maps, a jet map, snow maps, why not one night map? That's how I feel, would probably not play it more than a few times, but it would be cool I guess. Just don't put to much resources on it! Would rather like to see the other projects done.
Re: NIGHT MAP Q (for Public)
Posted: 2011-08-04 02:44
by Rabbit
[R-DEV]Rudd wrote:its not a black ground effect, its a black static effect
that's why I never set the sun lum to 0 I get black statics and clipping at times, and until nods are and if they are implemented I wont do it. honestly if I had 3ds id just do lightmaps through that, I have a feeling that would make.perfect night lightmaps.
Re: NIGHT MAP Q (for Public)
Posted: 2011-08-04 02:49
by Rudd
You don't seem to understand the issue
the issue is that statics turn black when touched by dynamic glows, its nothing to do with the sun
Re: NIGHT MAP Q (for Public)
Posted: 2011-08-04 03:03
by Tim270
Does
GeometryTemplate.noLighting 0/1
effect both dynamic and lightmaps?