LOL! Yeah, people really will have to think a little more before they shootDenniZ-NL wrote:Tk fest.
[Map] Bi Ming [released]
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Griffon2-6
- Posts: 2487
- Joined: 2006-05-26 04:21
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duckhunt
- Retired PR Developer
- Posts: 3314
- Joined: 2005-08-28 18:20
yea mate, when you are gonna do your final lightmaps.
Theres a tickbox in 'light settings' called "sun is enabled" ...you will probably want that off? that will make it so no shadows are cast from a direction, it will still make inside rooms darker than outside, etc, but i guess at night you dont have shadows cast from any one direction. Hope you get wot i mean, run a small test to check yourself...
Also!...with your glow lights, there should be should be some thing in the editor resources window like:
objects/common/lightsources/ (baselight, houselight, etc)
try using these in the same position as your lights, then it should actually light up the terrain/objects around the lamp. i think it works on terrain automatically but objects need lightmapping, like i sid before run a test.
great work as always....
Theres a tickbox in 'light settings' called "sun is enabled" ...you will probably want that off? that will make it so no shadows are cast from a direction, it will still make inside rooms darker than outside, etc, but i guess at night you dont have shadows cast from any one direction. Hope you get wot i mean, run a small test to check yourself...
Also!...with your glow lights, there should be should be some thing in the editor resources window like:
objects/common/lightsources/ (baselight, houselight, etc)
try using these in the same position as your lights, then it should actually light up the terrain/objects around the lamp. i think it works on terrain automatically but objects need lightmapping, like i sid before run a test.
great work as always....
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Dr Rank
- PR:BF2 Developer
- Posts: 2765
- Joined: 2006-11-11 15:05
cheers! hehe! yeah, not changed that vehicle spawner since December when Landrovers in PR was merely the stuff of dreams...'[R-DEV wrote:Rhino']hehe, why do you have a DPV wreck there
nice screens thou![]()
Well, in the backstory the British unit are part of a US/UK coilition force so... However, its now a Landrover'[R-MOD wrote:Griffon2-6']A US SF team got pwned?
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causticbeat
- Posts: 1070
- Joined: 2006-07-27 06:02
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00SoldierofFortune00
- Posts: 2944
- Joined: 2006-02-28 01:08
Really like the drawbridge covered by the forest area thing. I think the Qi Wang CP Area or one of the Outpost need one of those watch towers though.
Or better yet, go on Al Basrah, and check out that big Special Forces Air Traffic Control Tower, and put that in the map somewhere(like outside a major compound) as a guard post. That would really add to the effect of being a semi night map.
Also, are there any plans for their to be a flag around the waterfall because it would be nice to see some combat around there since Ghost Train's isn't really used.
Or better yet, go on Al Basrah, and check out that big Special Forces Air Traffic Control Tower, and put that in the map somewhere(like outside a major compound) as a guard post. That would really add to the effect of being a semi night map.
Also, are there any plans for their to be a flag around the waterfall because it would be nice to see some combat around there since Ghost Train's isn't really used.
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
"we must defend this waterfall at all costs!!!!"00SoldierofFortune00 wrote:Also, are there any plans for their to be a flag around the waterfall because it would be nice to see some combat around there since Ghost Train's isn't really used.
"i dont care if you loose all your men loose yourself aswell we can not loose that waterfall!!!!"





