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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I only lightmap in 3DsMax
Much, much faster and a hell of a lot more flexible in terms of what you want to do.
Also I've thought of a new way of LMing with 3DsMax that is potentially twice as fast as normal, and also realized that the lightmap compression script from TGA to DDS is really bad and screws up the quality quite a bit so will be looking into these points in the future
Posted 06-16-2012 at 12:54 AM by [R-DEV]Rhino
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Posted 06-16-2012 at 06:04 AM by [R-DEV]Gore
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Posted 06-16-2012 at 08:32 AM by speedazz
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i wanna know how! i know how to make lightmap for objects, but not for terrain.Quote:I only lightmap in 3DsMax
Much, much faster and a hell of a lot more flexible in terms of what you want to do.
Also I've thought of a new way of LMing with 3DsMax that is potentially twice as fast as normal, and also realized that the lightmap compression script from TGA to DDS is really bad and screws up the quality quite a bit so will be looking into these points in the future
Posted 06-16-2012 at 03:58 PM by Unmanned
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Well in the case of the Falklands the terrain is an object, but I've also done LMs for the terrain: Even More Advances in 3DsMax LMing - Project Reality ForumsPosted 06-17-2012 at 05:07 AM by [R-DEV]Rhino
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can you make a tut, please?) you use PoE max tool?Quote:Well in the case of the Falklands the terrain is an object, but I've also done LMs for the terrain: Even More Advances in 3DsMax LMing - Project Reality ForumsPosted 06-19-2012 at 06:04 PM by Unmanned
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Not really worth making a tut, very complicated process and very few people to benefit from it or would even use it.
If you have a good understanding of how BF2's terrain works, and how to use 3DsMax, then you should be able to work it out yourself, if not, your not ready for doing this kinda stuff anyways
Posted 06-19-2012 at 06:18 PM by [R-DEV]Rhino
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Posted 06-20-2012 at 06:57 PM by [R-DEV]Jafar Ironclad
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