[Map] Al Basrah Night Audit (2km) [WIP]

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Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Re: [Help] AL BASRAH MAP NIGHT?

Post by Dr Rank »

Edit your groundhemi.dds in photoshop i.e. darken it, to stop the obects/players glowing as if its daytime.
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alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Help] AL BASRAH MAP NIGHT?

Post by alexandrei07 »

[R-DEV]Dr Rank wrote:Edit your groundhemi.dds in photoshop i.e. darken it, to stop the obects/players glowing as if its daytime.
Thanks , I'll try to do this

I like to show the last demo (skirmish)

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BR
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [Help] AL BASRAH MAP NIGHT?

Post by Tannhauser »

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.
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
alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Help] AL BASRAH MAP NIGHT?

Post by alexandrei07 »

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.
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.

greetings and we will continue looking for a balance between the real thing and the game.
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: [Map] Al Basrah (Night) [WIP]

Post by OkitaMakoto »

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 ;)

As far as the map.. did you put the barrels in the streets? To me they just look a bit too...silly :P 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 :)
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: [Map] Al Basrah (Night) [WIP]

Post by Sabre_tooth_tigger »

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
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: [Map] Al Basrah (Night) [WIP]

Post by Gore »

Looking forward to play it someday. It's a shame it can't be a little darker though.
alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Map] Al Basrah (Night) [WIP]

Post by alexandrei07 »

GoreZiad wrote:Looking forward to play it someday. It's a shame it can't be a little darker though.
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 clouds :) , etc , also an adjustment topic so that it works in the dedicated serv.

BR
503
Posts: 679
Joined: 2008-08-30 02:53

Re: [Help] AL BASRAH MAP NIGHT?

Post by 503 »

Dr2B Rudd wrote:do archer after this :D pweeese

excellent work

but is it me or are the arms of ur avatar too bright for the lighting?
Wow, archer night would be epic if the USMC has night vision.

Great work on the map. View distance seems a bit weird though.
alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Map] Al Basrah (Night) [WIP]

Post by alexandrei07 »

[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 ;)
Jeje, yes I put more slowly
[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...silly :P 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

Yes I did, I want to do a balance between GB+NVG vs INS, I try to put others statics and diferent possitions.
'[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...]
Uhmm, I'll see this..I can´t understand exactly how make it
'[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]
ok
[R-DEV]OkitaMakoto wrote:Keep it up, looks loads better than a few months ago :)
I've a problem to test it in the dedicated server, could you help me?, I've a doubt about night setting

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.
alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Map] Al Basrah (Night) [WIP]

Post by alexandrei07 »

Hello every one, I want to show you a new release to 086

local test: ok

dedicated test: no ok , server ok 100% loaded, but it crash when up load...uhmmmm, new audit!

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05grottim
Posts: 238
Joined: 2008-06-25 20:59

Re: [Map] Al Basrah (Night) [WIP]

Post by 05grottim »

looks good :)
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Al Basrah (Night) [WIP]

Post by Rudd »

what a shame there are no air vehicles on basrah now...green tracer coming out of the dark would have been awesome :D
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DenvH
Posts: 208
Joined: 2008-01-01 09:17

Re: [Map] Al Basrah (Night) [WIP]

Post by DenvH »

I think you mean red, US ARMY/USMC ect use red tracers afaik..
Cpl.Small
Posts: 2015
Joined: 2008-11-25 23:06

Re: [Map] Al Basrah (Night) [WIP]

Post by Cpl.Small »

yer but the INS with green tracers would have been firing at the chooper
UncleSmek
Posts: 1027
Joined: 2008-09-02 05:07

Re: [Map] Al Basrah (Night) [WIP]

Post by UncleSmek »

Whats the status on this map? :)
alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Map] Al Basrah (Night) [WIP]

Post by alexandrei07 »

alexandrei07 wrote:Hello every one, I want to show you a new release to 086

local test: ok

dedicated test: no ok , server ok 100% loaded, but it crash when up load...uhmmmm, new audit!

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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.
UncleSmek
Posts: 1027
Joined: 2008-09-02 05:07

Re: [Map] Al Basrah (Night) [WIP]

Post by UncleSmek »

alexandrei07 wrote:Dedicated test:

Last error:
Server Test PRA
error: The level crash to desktop when upload.
mode: Ins.
Layer: 64
FIXED!
Sweeeeeeeeeeeeet, I really hope this map will be included in 0.9!
WelshManDan
Posts: 4381
Joined: 2009-06-30 20:19

Re: [Map] Al Basrah (Night) [WIP]

Post by WelshManDan »

I also hope that this is included in .9 Maybe we will even have a chinook for the map by then :P
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Al Basrah (Night) [WIP]

Post by Rudd »

dan_thomas453 wrote:I also hope that this is included in .9 Maybe we will even have a chinook for the map by then :P
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.
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