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Posted: 2008-04-24 13:04
by bosco_
Gets better and better. :D

Posted: 2008-04-24 15:45
by Rhino
nice man, you need to fix your statics colour but your coming along very well :D

Posted: 2008-04-24 18:10
by CodeRedFox
yeah I had a UV temp texture on but thought I would hear "why is the caves checkered looking" :-D

Anyways, I'll share what I can when I can. The fields are coming along. I have A few notes and fixes I want to do. The fields are just a like the pr crops except the hight varies between faces

At some point I need to stop creating and just finish the map. lol

Posted: 2008-04-24 19:50
by CodeRedFox
Jonny wrote:Never stop creating! Never!
Thats what other maps are for :-D

Posted: 2008-04-24 20:53
by Hans Martin Slayer
At some point I need to stop creating and just finish the map. lol
yea i know what you mean.. though i'm not creating any extra statics like you, wich makes the whole mapping process even more time consuming, i found out that the most time consuming thing during mapping is not 'the map itself' like building mountains, rivers, roads and object placement
- it's more going into details, like messing up the place, placing nice undergrowth and alligning density, sway scale, ambient effects etc.. all those little things that wait in every corner saying 'add me'.. hehe, that's where i can't stop creating.

eerr.. anyways...
I'll share what I can when I can. The fields are coming along.
by 'sharing' - do you mean you'll share pics of the statics ingame or that we get our hands on those objects as well? :33_love: :-)

Posted: 2008-04-24 21:15
by CodeRedFox
I may share some objects, but I have allot of testing to do before I RELEASE anything.

For example while my poppy crops look great in the pics they have a bunch of issues I need to figure out. And my cave are going to be very level specific which may not work on other maps.

Posted: 2008-04-24 21:49
by Hans Martin Slayer
I may share some objects, but I have allot of testing to do before I RELEASE anything.

For example while my poppy crops look great in the pics they have a bunch of issues I need to figure out. And my cave are going to be very level specific which may not work on other maps.
yea i'm aware that it needs a lot of testing, fixing etc before it's final, no problem!

the reason i'm that interested in those fields is because i think it's a quite easy way to bring more variety into maps, i.e. having different types of fields - you can use the same 'basic mesh' and just add different textures. 'easy way' of course compared to making whole new objects etc.

hope you get what i mean and that i'm not too far off track here. 8)

personally, i'm very interested in cave entrances, and some mountain-fitting cover ups. just as a side note of course, hehe.... (but yea i realize the cave objects are even more work)

if you need some testing done in that area and you think i can help you out, let me know! right at the mo i'm in the middle of my finals but this means as well that i've got a shitload of sparetime soon once i got this exams off the desk..

Posted: 2008-04-24 21:52
by CodeRedFox
Well for now I'm making these objects for me and the map :-P . But I have the community in mind as well and I have no problem releasing the max file ether.

Until I can get something working (the most important part) and accepted by the Devs/Community then I'll release them. Or just grab them when they appear in the next (which ever version) PR release.

The back side for my map will be changing soon and and these cave will be a big part of it.

My idea on the crops is quite simple, I took what was done in PR's crops and randomized the height of the top edge. Currently the PR crops are all the same size a grid 50 x 50 all 0.5m high, by randomizing the hight between 0.5m and 1.8m plus flipping the UV you get a nice offset look to crops.

Heres an example :

Image

Posted: 2008-04-24 22:00
by Hans Martin Slayer
yea sounds convincing. :-)

keep it up man and us updated

Posted: 2008-04-24 22:45
by Chanvlan
OMG! its genious! good work man

Posted: 2008-04-24 23:16
by Oldirti
I see what you did there.

Posted: 2008-04-24 23:36
by CodeRedFox
Chanvlan wrote:its genious!
Yeah I'm not sure if that was a stab at me or a simple misspelling? :? ??:


Anyway hope that helps some of you all.

Posted: 2008-04-25 15:35
by Glimmerman
Thats one hell of a sweet map, when your done would you like to make one for the Dutch Faction?

Posted: 2008-04-25 15:48
by marcoelnk
Glimmerman wrote:Thats one hell of a sweet map, when your done would you like to make one for the Dutch Faction?
thats a good one :D

Posted: 2008-04-28 03:01
by CodeRedFox
Cave work is going along as soon as I figure out how to get BF2 editor to read my UV textures maps correct and stop making its own lightmap uv's (some reason its overwrites my UV's)

Posted: 2008-04-29 07:38
by CodeRedFox
Before
Image
After
Image


Before
Image
After
Image


Before
Image
After
Image

Its an easy visual fix that adds allot. Also the trees and color are not final.

And if you look hard you will see the starts of the caves.

Posted: 2008-04-29 07:44
by AfterDune
Sweet mother! I love it.. absolutely love it! :)