Posted in: Mapping
Posted 06-09-2012 at 08:13 AM by [R-DEV]Rhino
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, 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, 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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Posted 06-09-2012 at 10:11 AM by sweedensniiperr
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Posted 06-09-2012 at 11:24 AM by Soldier_Zyc0
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Posted 06-09-2012 at 11:32 AM by UKrealplayER666
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Posted 06-09-2012 at 11:39 AM by richyrich55
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Posted 06-09-2012 at 01:07 PM by PatrickLA_CA
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Posted 06-09-2012 at 01:14 PM by Jolly
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Posted 06-09-2012 at 02:31 PM by Panzerfire
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where do you unzip the file? How do you install?Posted 06-09-2012 at 03:01 PM by Capt. McCord
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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!Posted 06-10-2012 at 01:05 AM by Yrkidding
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Ye, the reason why its like this is because of the way I did the lighting, which was to setup the lights for one building, then clone and align the light setup onto all of the same building type, saving me having to redo all the lighting all over again, for every building. After that then yes I should have removed the odd light, made some of thous buildings not have any lights etc but, had more important things to be doing like actually generating the lightmaps heheQuote: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!
Posted 06-10-2012 at 02:51 AM by [R-DEV]Rhino
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