Falklands Update #3
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Falklands Update #3
Hey guys, I know many of you are dying for an update on this so here's a few small things for ya
First of all, a small teaser of a Harrier GR3 Landing Vertically on HMS Invincible
Next [R-CON]Jafar Ironclad, as well as doing awesome work on the jet code has also made some new loading music for the map called "Ghosts of the Falklands"
Listen Here: "Ghosts of the Falklands" by Ironclad_Music on SoundCloud - Create, record and share your sounds for free
Last but not least, since night fighting was a very big thing in the Falklands war, I thought if I was going to do this right I should include a few night layer
In these I've done a few things not fully seen before, with making the nightmap work as it should. The main things are full point lightmapping, ie, man made light cast all over the map, proper glow locations, runway and carrier deck lights and proper groundhemis and env maps so players, vehicles and water don't glow. I have also implemented some dynamic lights into the glow locations and while these do somewhat work, they are not yet perfect, mainly for the flood lighting and things like vehicles etc are not lit up properly in some areas where man made light is cast
But in most cases, street and house lighting will light up your weapon and yourself as you move into the area of lighting, so you might want to hide in the bushes waiting for your victim rather than venturing into a brightly lit house
We would also advise players to only play this map in a darkened room, since this map is seriously dark, you will strain your eyes playing in a lit room and also find it a lot hard to see.
Anyways less talk, more picies
Cheers!
First of all, a small teaser of a Harrier GR3 Landing Vertically on HMS Invincible
Next [R-CON]Jafar Ironclad, as well as doing awesome work on the jet code has also made some new loading music for the map called "Ghosts of the Falklands"
Listen Here: "Ghosts of the Falklands" by Ironclad_Music on SoundCloud - Create, record and share your sounds for free
Last but not least, since night fighting was a very big thing in the Falklands war, I thought if I was going to do this right I should include a few night layer
In these I've done a few things not fully seen before, with making the nightmap work as it should. The main things are full point lightmapping, ie, man made light cast all over the map, proper glow locations, runway and carrier deck lights and proper groundhemis and env maps so players, vehicles and water don't glow. I have also implemented some dynamic lights into the glow locations and while these do somewhat work, they are not yet perfect, mainly for the flood lighting and things like vehicles etc are not lit up properly in some areas where man made light is cast
But in most cases, street and house lighting will light up your weapon and yourself as you move into the area of lighting, so you might want to hide in the bushes waiting for your victim rather than venturing into a brightly lit house
We would also advise players to only play this map in a darkened room, since this map is seriously dark, you will strain your eyes playing in a lit room and also find it a lot hard to see.
Anyways less talk, more picies
Cheers!
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First off, this looks awesome. Definitely some epic looking stuff here, but can I suggest something? From what I see here, every single house in every single village is brightly lit. In real life, it is very rare that every single light is on inside a house let alone that being the case for every single house in every single village in an area. I'd suggest perhaps making it so that some houses have no lights and others have only some lights within them on, I think this would make a much more natural feel to the environment of the game. It's perhaps an unnecessary change, but as I said it would up the realism. Either way, great job!