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!
-
This could be the future of PR. Amazing work.Posted 06-10-2012 at 08:37 AM by birdie
-
Night time fighting? AWWWW YEAAAAH- Wait, how will we see? Will we have night vision goggles, or will we do it old style? Also, I imagine that without thermals or NV, close air support will be more difficult for either side.Posted 06-10-2012 at 09:14 AM by A. Reaper
-
Ah ok, makes sense either way good work!Quote: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 hehe
Posted 06-10-2012 at 08:20 PM by Yrkidding
-
Old Style, NVGs where not standard issue back then, and hardly anyone had them.Quote:
May be adding NV in at some point, mainly for the Scimitar (replacing its thermals, as it only had NV back then) and possibly Pilots etc too (need to check with MAs if pilots used them back then etc), + the odd kit/weapon might get them but first we need to fix the BF2 night visions shaders
Posted 06-11-2012 at 04:42 AM by [R-DEV]Rhino
-
Posted 06-11-2012 at 11:05 AM by KiNg828
-
Posted 06-12-2012 at 12:49 PM by Alex6714
-
wow there's a party in my pants and everyone's invited...
the ONLY thing that you should see what you can do is ..
the lights on the approach end of runways (green/red) they are omnidirectional as you pass by it you would see it go from green to red. (one way to successfully fix this in PR would be put two rows of lights one green one red then put some sort of wall between and over the red lights so that while you are on the approach all you see is green and when you land all you see is the red lights in front of you

Posted 06-12-2012 at 08:42 PM by Redamare
-
Cheers, ye know about that issue with the runway lights, but tbh not worth fixing when only one side of the runway is really landed on, landing from the other side takes a lot more time to circle round into position and then after landing, got to spend ages taxiing back up the runway
But interesting concept on how to get it to work
Posted 06-13-2012 at 12:02 AM by [R-DEV]Rhino
-
Posted 06-13-2012 at 09:00 PM by 40mmrain
-
Posted 06-15-2012 at 06:28 PM by Unmanned
Tags







