Page 5 of 13

Posted: 2006-10-26 01:55
by Griffon2-6
Argh, ok, I'm going to get some screenshots of the city (with much of it concealed as it is unfinished) this weekend. Hang in there everyone. I also need some suggestions from Duckhunt regarding urban building placement and how to do powerlines faster, as right now, I'm just plopping down random buildings.

Posted: 2006-10-31 00:48
by Griffon2-6
Ok, guys, one new screen. I know, I know "Aw, man only one?", but for some reason, I have no screenshots folder in my BF2 root directory, so that severely hinders screenshots. The map is going along fairly well though, and I'm impressed with BF2's forest generation, I didn't have to worry about forests looking unnatural. So here it is, this is the Main Street of north Taipei.

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What do you think guys? How is this in terms of building placements? Another note, what you see in this screenshot is all that is on this street. There are no buildings parallel to this street from half way to the next road to these buildings. I need advice on what to fill that area with. I'm already thinking of a parking lot, but there also has to be buildings for urban combat.

Edit: Oops, I forgot to type renderer.drawhud 0. And I know it's dark now, I will increase the GILight intensity a bit. (Some things are completely black).

Posted: 2006-10-31 02:27
by PlayPR!
Wow, Griffon, that street looks awsome, maybe a little more cover, or make alternate routes around the street that are infantry only, then that avenue could be a lethal choke point for armor and jeeps. But there is one problem, the buildings you used repeat to much, there isn't really much randomness to it, I was kind f thinking, "Three of the same looking buildings in a row? Never seen that before." So ya, if you can make it look as good as it does now, I suggest making the same type of buildings a little more scattered about, nit just concentrated in the same place.

PS- Ya I know I seem to focus more on the negative than I do on the positive things. I need to work on that...

Posted: 2006-10-31 02:40
by eggman
Yes, nice start :)

Posted: 2006-10-31 04:31
by Griffon2-6
Err, yeah. I meant to make those same-looking houses look like a modern housing development project. I forgot to take pictures of the Ming Dynasty Housing Development, but that has much more randomness in it. I made that from experiences I've had with Chinese movies (I lived in Shanghai, there were no neighborhoods like that there, all apartment buildings).

So in the commercial sector, which is not nearly complete, I have a good mix of buildings already, and you guys are going to love custom destroyable buildings.

Posted: 2006-10-31 05:50
by PlayPR!
Good to know, and duely noted. I can't wait to play this, because I know you put a lot of time and effort into it. This is the PLA vs. Taiwanese, with the Mirage in it, correct?

Posted: 2006-10-31 21:16
by V3N0N_br
It's nice, but as you said yourself, adding a few more stuff for cover would do good...
I really can't find anything really suitable, it would be great to add parked cars or something like it. Or maybe just some boxes on that right part, that i asume is the parking lot you were talking about...


btw, how did you get that 4 lane road? Did you make 2 roads in paralel?

Posted: 2006-10-31 22:38
by Griffon2-6
Yeah, well, I'm looking to put some more buildings behind those apartment buildings, and that'll create cover. The street's for the tanks anyway.

@PlayPRMM, yes, this is the map with PLA vs. RoCA with the Mirage. Although the flag icons and the team name for the RoCA is still USMC, until someone tells me how to fix that, or until PRMM adds in the RoCA, that will remain.

Posted: 2006-11-01 01:29
by npsxbox
I just have one suggestion.

It applies to this last screenshot, but I noticed that its all over the city.
At the end of the street, that area is completely empty.

Can you put some houses fenced in, much like you do in the village, so that the city ends (and begins) nicely. These buildings would have to be Perpencidular to the direction of the main street. Like a T shape...2 little gravel culdesacs where the ends of the horizontal part of the T are, the main street being the vertical part of the T.

It just looks really odd when you have this really developed area and then it just stops.

Posted: 2006-11-01 02:22
by Griffon2-6
Hm. You're right, I'm going to have to do something about that.

Posted: 2006-11-03 16:53
by Griffon2-6
Ok, I've got another few images to show you, these are overheads. These don't give the best angle though, but they'll have to do for now. I'll get some editor shots on the weekend if I can.

Ming Dynasty Housing Development, which I talked so often about:
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Modern Housing Development Backyards:
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Well, that's it for now, other areas are near completion, I might show them once lightmaps are regenerated, as I screwed up the GILightIntensity and SunLightIntensity.

I lied, one more:

Taiwanese Airfield
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Ok, that's really it for now, I need to get some sleep.

Posted: 2006-11-03 17:13
by V3N0N_br
It seens to be going pretty good, once the surrounding parts of the city are filled, it'll look even better. I personally just think the trees are too dark

Posted: 2006-11-03 17:23
by Rhino
V3N0N_br wrote:It seens to be going pretty good, once the surrounding parts of the city are filled, it'll look even better. I personally just think the trees are too dark
ye the lighting of the map just dosent match anything...

as your lighting stands at the mo, you have static sun colour (where the sun hits a static) really bright orange, but your trees, ground, ect do not have the same type of light. so all your statics are glowing where the sun is hitting them but the ground is really dark like its almost got no sun hitting it.

your trees also are at the top, very green and then on the bottom, black (defult).

What i suggest you do is play around with each settings, do a trial and error, find out what each light setting dose and then adjust them to match each other.

I liek the air field, needs abit more of a taxi way system would be good but i take thats in the making :)

Posted: 2006-11-03 21:12
by Griffon2-6
Thanks for the comments. By the terrain being too dark, do you mean the area surrounding the modern houses? That area is just a different texture, for soil instead of sand. I agree, however, that the ground-static contrast is pretty wide. However, this is the best setting I've found, as the lighting makes the whole terrain look as if it's one color. Making it a brighter orange will mean that grass will look radioactive, and the mountains will look brown. I don't know what to do about that.

The trees I will fix, I did not know that it stands out that much, but the aim was to make it look like an evil dark forest, more adequate for cover along the highway. I will lighten up the trees a bit, but not too much, as some BF2 trees just look unnaturally light green (the pine) and others too dark for that species (the willow) I made them all dark for practical purposes. I'll probably lighten up the specular color, as the sun is low, therefore the tops of the trees should actually be darker.

Wrt the airfield, I had to make the taxiway shorter so that the Mirage can't just take off on the taxiway, because that Mirage is hell after it takes off. It's extremely dangerous, and if I give it a startup delay, at least the SU-30s stand a chance. Oh, also, there actually is a lot more tarmac near the hangars to the left, they just don't render with distance. The rest is just grass, a UAV trailer (that does nothing) and a radar dish (don't know if I should give that the UAV attribute).

Posted: 2006-11-03 21:13
by Resjah
Looking good there Griff.

Can you give us a percentage of how much of your map is complete?

Posted: 2006-11-03 21:33
by Griffon2-6
Err... Depends on how many more kinks I have to work out, but around 45%, I would say. Most of that comes from the city and the Taiwan Army base in town that hasn't been started yet.

Posted: 2006-11-10 00:02
by Griffon2-6
Ground Level updates

Renamed Old Housing Development (because according to my parents, houses during the Ming Dynasty were not that neat)
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Is it ok if the buildings aren't perfectly parallel to each other? (Barely visible from ground level)

Backyards control point (worked on this one quite a bit, was very buggy)
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Well, that's it for now, I think.

I gotta ask something, do you prefer that I edit my first post from now on, including all the images there, or should I make a new post every time?

Posted: 2006-11-10 00:06
by Pantera
make new posts, i always seem to miss the edited versions ...

Great work though, i cant wait to play it!

i dont think it has to be parrelel, my buildings arent..well most of em

Posted: 2006-11-10 00:37
by V3N0N_br
It's starting to look really well-built
So you made it to add the flag, good work :D

Posted: 2006-11-10 01:56
by Griffon2-6
Thanks!