[Map] Al Basrah Night Audit (2km) [WIP]
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Re: [Help] AL BASRAH MAP NIGHT?
Edit your groundhemi.dds in photoshop i.e. darken it, to stop the obects/players glowing as if its daytime.
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Re: [Help] AL BASRAH MAP NIGHT?
Watched the video, everything is awesome except the ground outside the city ; it's not dark enough and it looks very odd, like daytime bright but with the night sky.
Is this going to be fixed?
Also, the specular lightning should be darkened a lot, the light reflected doesn't fit the night atmosphere and looks odd.
IMO, even in the city it's too ... bright. It should be darkened a tad more ; it's not a clear night sky, there's clouds covering the moon wich means it won't as bright as that. And I have yet to find a night time as bright as that, even with clear skies.
Lastly, the clouds move too fast IMO, it doesn't look real. Slow the down a bit.
Is this going to be fixed?
Also, the specular lightning should be darkened a lot, the light reflected doesn't fit the night atmosphere and looks odd.
IMO, even in the city it's too ... bright. It should be darkened a tad more ; it's not a clear night sky, there's clouds covering the moon wich means it won't as bright as that. And I have yet to find a night time as bright as that, even with clear skies.
Lastly, the clouds move too fast IMO, it doesn't look real. Slow the down a bit.
Last edited by Tannhauser on 2009-03-19 20:07, edited 1 time in total.
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
- [R-DEV]Masaq
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Re: [Help] AL BASRAH MAP NIGHT?
Hello, thank you for your comments, it is very difficult to achieve that all are according with a map and mainly if it is at night, my first intention was that it is realistic, first they told me that it was very dark, after the moon illuminated too much that the constructions were not well... etc, is certain that the lateral streets are too brilliant but in the game they see each other but opaque.Tannhauser wrote:Watched the video, everything is awesome except the ground outside the city ; it's not dark enough and it looks very odd, like daytime bright but with the night sky.
Is this going to be fixed?
Also, the specular lightning should be darkened a lot, the light reflected doesn't fit the night atmosphere and looks odd.
IMO, even in the city it's too ... bright. It should be darkened a tad more ; it's not a clear night sky, there's clouds covering the moon wich means it won't as bright as that. And I have yet to find a night time as bright as that, even with clear skies.
Lastly, the clouds move too fast IMO, it doesn't look real. Slow the down a bit.
greetings and we will continue looking for a balance between the real thing and the game.
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Re: [Map] Al Basrah (Night) [WIP]
I like the progress thats been made thats for sure
I do think the clouds move too fast as well. I see the effect you want, the storm and lightning and all, but its just a bit too fast... looks more like a weather channel show on storms where they speed it up 5x to show its progression in a short amount of time![Wink ;)](./images/smilies/icon_e_wink.gif)
As far as the map.. did you put the barrels in the streets? To me they just look a bit too...silly
Like, a few barrels neatly lined up to me just seems like a silly roadblock... especially since in game they have no physics and will therefore be completely impassable
Would be better to use a few wrecked cars and crates or something if you really wanted to make a roadblock
Also agree on specular lighting [static sun color or something maybe? forget if the editor calls it specular, i think it does...]
I like the brightness in the city. Its possibly a tad too bright for the sky you use, but at the same time, I have seen plenty of nights where the moon is able to light up the surrounding area very well[with no unnatural light around]
Keep it up, looks loads better than a few months ago![Smile :)](./images/smilies/icon_e_smile.gif)
I do think the clouds move too fast as well. I see the effect you want, the storm and lightning and all, but its just a bit too fast... looks more like a weather channel show on storms where they speed it up 5x to show its progression in a short amount of time
![Wink ;)](./images/smilies/icon_e_wink.gif)
As far as the map.. did you put the barrels in the streets? To me they just look a bit too...silly
![Razz :P](./images/smilies/icon_razz.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
Also agree on specular lighting [static sun color or something maybe? forget if the editor calls it specular, i think it does...]
I like the brightness in the city. Its possibly a tad too bright for the sky you use, but at the same time, I have seen plenty of nights where the moon is able to light up the surrounding area very well[with no unnatural light around]
Keep it up, looks loads better than a few months ago
![Smile :)](./images/smilies/icon_e_smile.gif)
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Re: [Map] Al Basrah (Night) [WIP]
If the moons out the lighting is fine and its better to err on the side on reasonable lighting as bf2 cannot provide the full spectrum required and is realistic for the human eye.
Its reasonable for some alleys or areas to be cast in darkness
clouds seem fine to me also, some of the lower clouds could move that fast
Its reasonable for some alleys or areas to be cast in darkness
clouds seem fine to me also, some of the lower clouds could move that fast
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Re: [Map] Al Basrah (Night) [WIP]
Looking forward to play it someday. It's a shame it can't be a little darker though.
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Re: [Map] Al Basrah (Night) [WIP]
In the game you leave but dark that the demo, I hope soon to finish some details of the artificial illumination and I will see other tonalities for the sky, fugitive cloudsGoreZiad wrote:Looking forward to play it someday. It's a shame it can't be a little darker though.
![Smile :)](./images/smilies/icon_e_smile.gif)
BR
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Re: [Help] AL BASRAH MAP NIGHT?
Wow, archer night would be epic if the USMC has night vision.Dr2B Rudd wrote:do archer after thispweeese
excellent work
but is it me or are the arms of ur avatar too bright for the lighting?
Great work on the map. View distance seems a bit weird though.
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Re: [Map] Al Basrah (Night) [WIP]
Jeje, yes I put more slowly[R-DEV]OkitaMakoto wrote:I like the progress thats been made thats for sure
I do think the clouds move too fast as well. I see the effect you want, the storm and lightning and all, but its just a bit too fast... looks more like a weather channel show on storms where they speed it up 5x to show its progression in a short amount of time![]()
[R-DEV]OkitaMakoto wrote:As far as the map.. did you put the barrels in the streets? To me they just look a bit too...sillyLike, a few barrels neatly lined up to me just seems like a silly roadblock... especially since in game they have no physics and will therefore be completely impassable
Would be better to use a few wrecked cars and crates or something if you really wanted to make a roadblock
Yes I did, I want to do a balance between GB+NVG vs INS, I try to put others statics and diferent possitions.
Uhmm, I'll see this..I can´t understand exactly how make it'[R-DEV wrote:OkitaMakoto;977820']Also agree on specular lighting [static sun color or something maybe? forget if the editor calls it specular, i think it does...]
ok'[R-DEV wrote:OkitaMakoto;977820']I like the brightness in the city. Its possibly a tad too bright for the sky you use, but at the same time, I have seen plenty of nights where the moon is able to light up the surrounding area very well[with no unnatural light around]
I've a problem to test it in the dedicated server, could you help me?, I've a doubt about night setting[R-DEV]OkitaMakoto wrote:Keep it up, looks loads better than a few months ago![]()
a)init.con
b)levelname.desc
I saw that placing that value "isnightmap=1" NVG works OK, but inside out NOT OK, but I don't know if this produce a map load crash or not, only into dedicated server, There aren't problems in the local server.
The last video was make it without activated isnightmap
OK, thanks ..many thanks for yours recommendations.
Last edited by alexandrei07 on 2009-04-18 16:53, edited 3 times in total.
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Re: [Map] Al Basrah (Night) [WIP]
what a shame there are no air vehicles on basrah now...green tracer coming out of the dark would have been awesome ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
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Re: [Map] Al Basrah (Night) [WIP]
I think you mean red, US ARMY/USMC ect use red tracers afaik..
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Re: [Map] Al Basrah (Night) [WIP]
yer but the INS with green tracers would have been firing at the chooper
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Re: [Map] Al Basrah (Night) [WIP]
Whats the status on this map? ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
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Re: [Map] Al Basrah (Night) [WIP]
Dedicated test:
Last error:
Server Test PRA
error: The level crash to desktop when upload.
mode: Ins.
Layer: 64
FIXED!
Last edited by alexandrei07 on 2009-07-17 13:45, edited 2 times in total.
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Re: [Map] Al Basrah (Night) [WIP]
Sweeeeeeeeeeeeet, I really hope this map will be included in 0.9!alexandrei07 wrote:Dedicated test:
Last error:
Server Test PRA
error: The level crash to desktop when upload.
mode: Ins.
Layer: 64
FIXED!
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Re: [Map] Al Basrah (Night) [WIP]
I also hope that this is included in .9 Maybe we will even have a chinook for the map by then ![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
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Re: [Map] Al Basrah (Night) [WIP]
I really doubt that Al Basrah will ever see air assets in mainstream PR again, unless the map is optimised for a larger view distance or the air asset in question has a decreased sound radius, otherwise the soundbug will prevail.dan_thomas453 wrote:I also hope that this is included in .9 Maybe we will even have a chinook for the map by then![]()