I'm using the railroads which are found inside staticobjects/industry/ind_objects.
EDIT: Nvm, it seems to get better after I save
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ThanksSShadowFox wrote:AFAIK, it won't look like that in-game, but don't trust me too much, I play on Low, the Editor is set on High.
You can set a spawner close to the position you want to check and go look in-game.
EDIT: Didn't see you've solved it, but try it anyway.
Thanks for the feedback, I'm working on all those things.waldov wrote:Nice work on that oil refinery my only recommendation would be to add slight variations in land here and there as well as little patches of grass to liven up the terrain.
Good work as always!
Yes I will do that, and especially alot of tanks and BMPsKaB wrote:Pretty nice work !
Imo you should add some broken trucks/cars in the streets as well.
run /objects/staticobjects/pr/militia/wall/blockwall_v1/blockwall_v1.con is what I believe he means. Unless hes talking about using the sewer covers as walls?Mrslobodan wrote:Sylent mentioned some cement walls which can be found in militia folder, I have also seen those once when I started mapping but I can't seem to find them :/ If we are talking about the same ones I mean the thick cement walls which if I remember correctly got some green alga(?) on them. I also remember them being in the milita folder but there are only the very thin cement walls, (blockwalls etc). Does somebody know where I can find the thick cement walls?
also another question. This is how I have set up my terrain layers. Do you see any problem with this? Do the diffrent layers have any connection to eachother or can i simply pick them in whatever order? I read somewhere that layer 1 have some kind of connection to layer 3 and layer 2 to layer 4 etc.
FH2 mapping tutorials - Texture system in bf2/bf2editorThis information is for those who intended to use an external programs to create detailmaps, but could be intresting for those who whish to know how the bf2 texture system works in detail:
The detail layers are represented in a form of a texture, this texture covers your entire map and is also named detailmap. The 6 detail layers are divided up into two sections and each layer has a color value. Each color then represents a layer you select in the bf2editor. Layer 1, Layer 2, Layer 3, Layer 4, Layer 5 and Layer 6.
Layer 1 has Blue 1-255, Green 1-255 and so on. When at value 255 the texture is a 100% strenght and nothing will show trough, the lower the value the more transperacy between the layers you get. If the color of layer 1 is a pure color value of like Blue 200 Green 55 Red 0 layer 2 will show trough with a opacity value of 55.
The maximum RGB color value must always be a total of 255 Therefore when using external programs like Terragen or Ecomap to generate detailmaps one must always convert to a indexed palette and reconvert to RGB so that all coulours have a maximum value of 255. Otherwise youre detailtextures will become to bright or to dark.
Black color creates a hole for section 2 to fill. Therefore there is always two versions of the same tile _1.dds and _2.dds. Where the color is black the layer above and below will show trough, any pixel deviation between the two textures will cause your detailtextures to be ugly islands of very bright detailtexture that doesnt blend very well.
Thanks for answering guys!gx wrote:run /objects/staticobjects/pr/militia/wall/blockwall_v1/blockwall_v1.con is what I believe he means. Unless hes talking about using the sewer covers as walls?
Yes
FH2 mapping tutorials - Texture system in bf2/bf2editor
thanks man, it's a huge relief to hear that!gx wrote:Honestly, its really not that important, your level will look fine. However, dice recommends
1.Rock
2.Grass
3.Sand/Dirt
4.Tarmac
5.Optional
6.Optional
Really easy way to remember is is just like this and go with that picture. Layer 1 and layer 4 go hand in hand, layer 2 with layer 5 etc.
So if you have a sand as layer 3, and you want another layer of sand and or dirt, use it as layer 6.
Not doing it this way will not be horrible for you level, it will not break it, its just optimal to do it this way.
Colortiling: If your colortexture looks like blockish garbage you can set these numbers higher to make the colortexture appear better, works the best with the more detailed colortextures. Also really high numbers can be used on really small brushes to make sure that all of the texture goes to the surface.
Alright, I'll try to change it tomorrow, btw is there a max value on color tiling, i mean does it affect performance? Beacuse I got something like 1000 atm on my field layer.gx wrote:Its your color tiling that is making it look bad.