Page 3 of 3
Re: More than 4km?
Posted: 2009-04-24 02:17
by HughJass
[R-DEV]Rhino wrote:A new engine is not going to make it suddenly easier to make maps, if anything it will probably make it harder.
I didint make it clear but what I meant to say is this shiet light mapping...we need some dynamic lighting up in her.
Re: More than 4km?
Posted: 2009-04-24 02:26
by CodeRedFox
Re: More than 4km?
Posted: 2009-04-24 02:30
by OldGoat5
I thought kashan was 8 km.
Re: More than 4km?
Posted: 2009-04-24 02:36
by Brood
OldGoat5 wrote:I thought kashan was 8 km.
Whatever it is, it's big enough...
Re: More than 4km?
Posted: 2009-04-24 02:39
by CodeRedFox
Allot would highly disagree with you. Which is why this thread came up.
Re: More than 4km?
Posted: 2009-04-24 09:10
by Expendable Grunt
Can't you just model some giant static in 3d s max (could probably tie in a heightmap generator), and toss it down on the terrain-less map?
M.
Re: More than 4km?
Posted: 2009-04-24 09:17
by master of the templars
Expendable Grunt wrote:Can't you just model some giant static in 3d s max (could probably tie in a heightmap generator), and toss it down on the terrain-less map?
M.
doesn't work effectively
Re: More than 4km?
Posted: 2009-04-24 16:54
by CodeRedFox
Expendable Grunt wrote:Can't you just model some giant static in 3d s max (could probably tie in a heightmap generator), and toss it down on the terrain-less map?
M.
Yes you can...the problem it thats one HUGE static that the engine after everything added will have a problem processing. When the BF2 engine renders the terrain its cut the terrain into a bunch of sections. So when your not looking on direction those parts dont render. This is why sometimes you will see wholes in the mesh. Now if you created on huge terrain static the engine will have to render the whole thing each time.
Now what you can do is divid that static into multiply pieces. Which in theory could exten the map out really really far. But the down side is how do you map other statics on top? most likly it will clip (flash on and off) in the game as it tries to calculate whats in frame and whats not.
End of the day its just too hard to map and use to spend the time doing it. Its just easier to move to another engine (which is not under discussion here)
Re: More than 4km?
Posted: 2009-04-24 17:05
by Scot
It's okay guys, the PR Study Group are hard at work:
One day, we will get those 8km
Seriously though, I think that it would be cool, but only help air fights expand, which although would be a good thing, if the ground looks like ****, not too worth it IMO.
Re: More than 4km?
Posted: 2009-04-24 17:29
by Dr Rank
Psykogundam wrote:2 years??? why?
Because of the size, huge amount of detail, full consideration for all horizon lines, custom static designs such as the compound pieces and MASSIVE amounts of research to make it the most realistic visual and gaming experience possible. That coupled with the fact that I work one 37hr a week job and one 6 hour a week job that takes up two evenings every week, and I although I commit HUGE amounts of my free time to pr (
all my holidays from work are spent mapping) I do have to take some time for rl stuff too. Hopefully when it comes out you'll see just why it took so long!!
Oh yeah, and for the first year of that I was also working on Operation Barracuda, and I've also had 2 big breaks from mapping at various times when rl stuff was really getting in the way.
4km is large enough for pr with only a 64 player limit anyway. The only really limiting aspect is for the jets. With a large out of bounds timer you can kinda balance it out a little bit. As has been said, with an 8km map the extra space is all water anyway because the terrain won't stretch to 8km, meaning you'll need to make it a 4km or smaller island.