End of the Line |
End of the Line |
Jan 23 2007, 05:17 PM
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#1
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![]() Debug assertion failed! Text:people == stupid! ![]() Group: Mr. Admin Posts: 1,004,969 Joined: 8-March 06 From: The freaking Twilight zone! Member No.: 1,609 |
The EU is now preparing to capture the last piece of a MEC supply line that leads to MEC forces that are invading Eastern Europe. Paratroops will jump into the North West end of the facility, whall ground troops close in from the South East.
Bot Support by S.Peterson. winterhilf@yahoo.com(shanejohn) D/L here! ![]() ![]() ![]() ya, i know that on the 32 player size bots will sometimes stand around in an area doing nothing. but after several days of trying, i think ive gotten it to be the best its going to get. still not perfect though. This post has been edited by imtheheadhunter: Sep 25 2009, 09:56 PM -------------------- |
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Jan 23 2007, 05:42 PM
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#2
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Captain "of the toes" ![]() ![]() ![]() ![]() Group: Soldiers Posts: 329 Joined: 26-October 04 From: Indiana Member No.: 429 |
Looks great! Thank you very much. D/L now...
-------------------- "Regards"
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| Recruit_clivewil_* |
Jan 23 2007, 05:53 PM
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#3
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Guests |
cool, i saw the thread title and thought 'jeez, not another one of us retiring from bf modding...' but instead of one less modder, we get one more map
downloading now... |
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Jan 23 2007, 07:08 PM
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#4
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![]() Debug assertion failed! Text:people == stupid! ![]() Group: Mr. Admin Posts: 1,004,969 Joined: 8-March 06 From: The freaking Twilight zone! Member No.: 1,609 |
QUOTE(clivewil @ Jan 23 2007, 06:53 PM) [snapback]66463[/snapback] i saw the thread title and thought 'jeez, not another one of us retiring from bf modding... lol, no, i plain on putting out plenty more maps and a few more mods before i die/dont have a working PC/internet. though, this map will be the end of compleatly "new" maps for a while.....im gona do several(ok, many) remakes of BF1942 maps now. -------------------- |
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Jan 23 2007, 09:31 PM
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#5
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![]() Monkey Magic ![]() ![]() ![]() ![]() ![]() Group: Soldiers Posts: 1,484 Joined: 7-January 05 From: New Zealand Member No.: 468 |
nice work
do you do shadowmaps for your overgrowth? -------------------- ![]() The distance between insanity and genius is measured only in success |
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Jan 23 2007, 09:40 PM
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#6
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![]() Debug assertion failed! Text:people == stupid! ![]() Group: Mr. Admin Posts: 1,004,969 Joined: 8-March 06 From: The freaking Twilight zone! Member No.: 1,609 |
QUOTE(DasRoach @ Jan 23 2007, 10:31 PM) [snapback]66469[/snapback] do you do shadowmaps for your overgrowth? is that any different than the regular object/terrain lightmaps? those are the only 2 ive ever heard of how to do. -------------------- |
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Jan 23 2007, 10:12 PM
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#7
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![]() Monkey Magic ![]() ![]() ![]() ![]() ![]() Group: Soldiers Posts: 1,484 Joined: 7-January 05 From: New Zealand Member No.: 468 |
no worries, this is quite easy
http://bfeditor.org/forums/index.php?showtopic=3351 Ga_Knomboe personally uses a value between 60-100 but i personaly found this made the trees too dark, so i personally use a value between 160-200. Another thing that i notice is how bright the undergrowth is in alot of custom maps and it makes the grass (IMHO) look unrealistic. if you have a look in undergrowth.cfg and look for the line: LightingScale 1.8 This is the default setting. By changing it to a lower value, eg 1.3-1.5 you will get grass that blends in alot better with the ground textures here are some example images... this image has the default value of 1.8 for its undergrowth lightingscale, and the tree on the left has no shadowmap (note its light colored tip) and on the right is the same sort of tree, but with a shadowmap of a value of around about 200 ![]() this next image is using a value of 1.5 for its undergrowth lighting scale... note how it blends in with the ground texture alot better. ![]() oh, and please dont take this post the wrong way, i'm just trying to be helpful I like your maps and look forward to playing some old conversions.. (eagles nest *wink wink*) heheh HTH This post has been edited by DasRoach: Jan 23 2007, 10:46 PM -------------------- ![]() The distance between insanity and genius is measured only in success |
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Jan 23 2007, 10:45 PM
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#8
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![]() Debug assertion failed! Text:people == stupid! ![]() Group: Mr. Admin Posts: 1,004,969 Joined: 8-March 06 From: The freaking Twilight zone! Member No.: 1,609 |
ah, i have played around with that undergrowth setting before in other maps, and i did think the undergrowth brightness was fine in this one. untill i changed it
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Jan 24 2007, 12:11 AM
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#9
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![]() Debug assertion failed! Text:people == stupid! ![]() Group: Mr. Admin Posts: 1,004,969 Joined: 8-March 06 From: The freaking Twilight zone! Member No.: 1,609 |
(yes i know double post, but i think its been too long to edit the old one)
QUOTE oh, and please dont take this post the wrong way, i'm just trying to be helpful wink.gif I like your maps and look forward to playing some old conversions.. (eagles nest *wink wink*) heheh take your post the wrong way? ha! i love getting use full advise and comments about maps. TBH, i dont think people say enough bad stuff about my maps. its kinda hard to improve when you dont know what your doing wrong. and eagles nest is one i definitely wana do(i just wish BF2 had the T95), i think its gona be the 4th map i do. so far the list is, invasion of the philipines(30%done) kasserine pass(5%) tobruk(not started) im gona upload a new version of end of the line with improved under/overgrowth, ill edit the first post with the new link/pics. edit first post has updated map This post has been edited by imtheheadhunter: Jan 24 2007, 12:27 AM -------------------- |
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Jan 24 2007, 12:26 AM
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#10
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![]() Monkey Magic ![]() ![]() ![]() ![]() ![]() Group: Soldiers Posts: 1,484 Joined: 7-January 05 From: New Zealand Member No.: 468 |
i dont mind doing your overgrowth shadowmap if you would like? It wouldn't take long (just for the sake of perfection)
if you arn't worred about then thats cool, thanks for the map -------------------- ![]() The distance between insanity and genius is measured only in success |
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Jan 24 2007, 12:30 AM
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#11
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![]() Debug assertion failed! Text:people == stupid! ![]() Group: Mr. Admin Posts: 1,004,969 Joined: 8-March 06 From: The freaking Twilight zone! Member No.: 1,609 |
QUOTE(DasRoach @ Jan 24 2007, 01:26 AM) [snapback]66483[/snapback] i dont mind doing your overgrowth shadowmap if you would like? nah, what i came up with is fine. -------------------- |
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Jan 24 2007, 01:23 AM
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#12
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![]() General ![]() ![]() ![]() ![]() ![]() Group: Soldiers Posts: 1,226 Joined: 13-February 06 From: Europe Member No.: 1,539 |
Fun map! I actually was working on a layout like that one but I was getting tired of aligning the railroad tracks
Is the 32 player size the one that has no capture points? I played a round on that and racked up a ton of kills! This post has been edited by Bubbles: Jan 24 2007, 01:29 AM |
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Jan 29 2007, 10:06 PM
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#13
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![]() Debug assertion failed! Text:people == stupid! ![]() Group: Mr. Admin Posts: 1,004,969 Joined: 8-March 06 From: The freaking Twilight zone! Member No.: 1,609 |
anyone happen to know how to get an object(tree/bush) that was placed with the level editor(not the terrain editor/overgrowth) to use the overgrowth shadow map? the "isovergrowth" is checked on the objects, and i would think thats all you need to do. :s
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Jan 29 2007, 10:53 PM
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#14
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![]() Monkey Magic ![]() ![]() ![]() ![]() ![]() Group: Soldiers Posts: 1,484 Joined: 7-January 05 From: New Zealand Member No.: 468 |
do you mean that you have painted a shadowmap under the static mesh and it doesn't have a shadowmap like the other overgrowth?
If i understand correctly, then the tree's & bushes will have to have lightmaps generated for them as they would still be classed as static meshes. -------------------- ![]() The distance between insanity and genius is measured only in success |
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Jan 29 2007, 11:17 PM
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#15
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![]() Debug assertion failed! Text:people == stupid! ![]() Group: Mr. Admin Posts: 1,004,969 Joined: 8-March 06 From: The freaking Twilight zone! Member No.: 1,609 |
ya, pritty much. and i have done lightmaps for everything, tho does it matter if i did lightmaps before or after i did the shadowmap?
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Lo-Fi Version | Time is now: 24th May 2013 - 04:46 AM |