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Re: [Map] Operation Tempest (4km)

Posted: 2010-07-20 09:30
by Rudd
yeah :P

never stand between a mother bear and her cub

never stand between a mapper and his map :P

you be dealin' with primal instinct and takin' your life in your hands :P

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-20 09:55
by Psyrus
[R-CON]Amok@ndy wrote:i have seen your minimap and your screenshots ...

if you want to create a map with good fps just let it empty just place the gpos ...

dont you think that that would be boring ?

having the hills that empty is just looking really bad cause you have so many vegitation everywhere but the hills

if you dont have any cover at the hills there is no chance of flanking the enemy
For someone who wasn't all too receptive to constructive criticism on Jormdarreh, I find your suggestions and tone reasonably hypocritical.

On a separate note, I'd love to see a flythrough with a LB or something Chief, just to get an idea of the scale. Perhaps it's too early in development for you to want to show the video, but I eagerly await something like that (or maybe a bigD alpha test like Vapo ;-) ) to get a feel for the map, and perhaps offer some advice from more than just screenshots which paint a very small picture of the whole map.

Edit: That being said you might not even be at a stage where you're seeking advice, so disregard that aspect if so... but I'd still like a vid of it regardless :p

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-20 10:06
by Amok@ndy
Psyrus wrote:For someone who wasn't all too receptive to constructive criticism on Jormdarreh, I find your suggestions and tone reasonably hypocritical.
i listened to every feedback given to me but i dropped all those make JR to Lashkar_Valley thoughts !

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-20 10:31
by Zeno
[R-CON]Amok@ndy wrote:i listened to every feedback given to me but i dropped all those make JR to Lashkar_Valley thoughts !
english please?

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-20 10:34
by Psyrus
Zeno wrote:english please?
He means that he took on board everything that was said, but disregarded those suggestions that he deemed would make the map play like Lashkar Valley.
https://www.realitymod.com/forum/f196-p ... e-wip.html

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-20 11:26
by Rudd
OI

YOU LOT

back on topic

NAOOOOO!

the only thing I can really see that could need improvement on ur jungle is there needs to be more of a canopy,

can you post your overgrowth.con so we can see the settings?

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-20 11:59
by ChiefRyza
So just fill up the canopy more? All the big trees are hand placed - but its not very hard to fill up the gaps. Also I might add more trees to the valley cliff-tops so there isn't such a dramatic end of overgrowth.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-20 12:58
by sharpie
[R-CON]Rudd wrote:yeah :P

never stand between a mother bear and her cub

never stand between a mapper and his map :P

you be dealin' with primal instinct and takin' your life in your hands :P
lol.

Coming along wonderfully cheif, can't wait to get my hands on it :D

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-20 13:12
by Sandy_Beret
Ja, das ist eine kleine humdinger !
Glückwünsche Herr ChiefRyza !

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 07:24
by VapoMan
In regards to overgrowth, keep the number of overgrowth objects down as low you can without compromising the look and feel of what YOU want your map to be.
By making the surrounding hills bare it makes it a disadvantage to go up there as there is no cover, so I guess thats good because you want the fighting funneled into the other areas. :)

Also, try running your map with LOW graphics setting on to see if people can take advantage of it, especially with undergrowth because in my tests I found that the undergrowth view distance is halved when on low settings.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 08:05
by Silly_Savage
Oh man, I get more and more excited each time I see an update.

Seeing how it's a swamp, perhaps make the water more brownish? You know, more murky instead of crystal-clear?

A few trees and bushes on the hills wouldn't hurt that much would it?

Looking forward to the updated mini-map, keep it up!

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 09:00
by ChiefRyza
As far as I know there is no possible way to have multiple water colors on the same map unfortunately.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 09:18
by dtacs
ChiefRyza wrote:As far as I know there is no possible way to have multiple water colors on the same map unfortunately.
Waterplanes?

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 09:20
by ChiefRyza
They inherit the same color as all other water on the level, which is defined in the Water.con. So it's one color = all water on the map.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 09:23
by Rhino
No but if you want the water to look more brownish if you have it shallow with a brown bed then it will look more brown since you will be able to slightly see the swamp bed a bit though the water :)

EDIT: and ye waterplanes use the same water colour settings as the sea water.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 10:23
by EW_SK
NICE , EXELENT , some amphibious assault that gotta be cool Saving Privete Ryan style with armor ,
And the thing i also like is AV8B ^^ anyway nice work

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 13:23
by Psyrus
ChiefRyza wrote:They inherit the same color as all other water on the level, which is defined in the Water.con. So it's one color = all water on the map.
Translucent static plane model with colour you want (+minor reflective property & water texture) & no hitbox, aligned at a Z level such that only areas that would be in the swamp (depression) would show the static?

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 13:50
by VapoMan
Psyrus wrote:Translucent static plane model with colour you want (+minor reflective property & water texture) & no hitbox, aligned at a Z level such that only areas that would be in the swamp (depression) would show the static?
Good idea but I dont think it would work:

1. Would look weird with the water animations if you have it the same level as the water.

2. Would look weird around the shorelines if you had the model slightly below the water level.

3. If at the same level as the water, at distances it would flash.

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 14:00
by Startrekern
I haven't done much with water yet but I thought the water colors had a lot to do with lightmapping. Couldn't you lightmap a separate waterplane.. separately?

Re: [Map] Operation Tempest (4km)

Posted: 2010-07-21 14:03
by Rudd
[R-DEV]Rhino wrote:No but if you want the water to look more brownish if you have it shallow with a brown bed then it will look more brown since you will be able to slightly see the swamp bed a bit though the water :)

EDIT: and ye waterplanes use the same water colour settings as the sea water.
I wonder, can you have a texture for a particular waterplane that adds the colour of the texture on top of the colour that is created by the water and envmaps?

so, you'd have a yellowish texture on top of say...qinling_waterplane_2 or whatever it is so you'd end up with a different colour that you can change with a client texture? the problem would be then phasing that in to the sea colour.