Some Mapping Questions from a Noob
Posted: 2015-02-18 05:54
Hey guys, I'm in the process of creating a PR map for the first time (will post official thread when I feel I've fleshed it out enough to be presentable, unless you wish otherwise). However, before I start, I have some questions I should probably get answered:
1: When I made a small scale test map in vbf2 to learn how to use the editor, I noticed that when I stepped into a crater I created and looked up or viewed terrain from any odd angle, it appeared semi-transparent(I could peer through the crater walls and the undergrowth and stuff I placed at ground level was visible). Is this an editor thing or did I mess something up?
2: When I converted the bf2editor for PR modding using the tutorial posted, I saw no "bf2editor" folder inside \Battlefield 2\mods\pr\readme, and thus was not able to swap out the object spawner templates that it said I should. Could this prove problematic?
3: For the map I'm making, I thought the best approach would probably be to mass-paint the texture that is most likely going to be used the most in the map, and then fill in the greater detail with additional layers later when I know exactly which areas should have grass/sand/gravel. Could the multiple layers cause optimization problems?
4: Just to make sure my method is sound, is this a good order for making a map?
1) Create the terrain/topography
2) Texture
3) Add Undergrowth/Overgrowth
4) Add statics
6) Add Gameplay stuff (Vehicles, CPs, Spawns, etc.)
Thanks.
1: When I made a small scale test map in vbf2 to learn how to use the editor, I noticed that when I stepped into a crater I created and looked up or viewed terrain from any odd angle, it appeared semi-transparent(I could peer through the crater walls and the undergrowth and stuff I placed at ground level was visible). Is this an editor thing or did I mess something up?
2: When I converted the bf2editor for PR modding using the tutorial posted, I saw no "bf2editor" folder inside \Battlefield 2\mods\pr\readme, and thus was not able to swap out the object spawner templates that it said I should. Could this prove problematic?
3: For the map I'm making, I thought the best approach would probably be to mass-paint the texture that is most likely going to be used the most in the map, and then fill in the greater detail with additional layers later when I know exactly which areas should have grass/sand/gravel. Could the multiple layers cause optimization problems?
4: Just to make sure my method is sound, is this a good order for making a map?
1) Create the terrain/topography
2) Texture
3) Add Undergrowth/Overgrowth
4) Add statics
6) Add Gameplay stuff (Vehicles, CPs, Spawns, etc.)
Thanks.