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Old 01-07-2010, 09:45 AM   #11
[R-DEV]Rhino
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Default Re: Map Sizes (Re: Features page, Seethed Waters)

Scale 8 maps. - Official BF Editor Forums

Notice the date of that topic that I made, (posted in 2006).

We have know the possibility of scale 8 maps for a long time, 4 years now. The fact is they are not really workable. For a starts you really only have 3 options with them:
1. a 100% water map (which is going to be your best result most likley)
2. a small island in the middle where the terrain still has a texture, but this is going to look like shit because the terrain is a 8x8m grid, textures are stretched to shit, and all just looks like crap as you can see on Seethed Waters
3. use "Static Terrain", to crate your land/islands which this in itself isn't very workable, can be done but anyone going to even think about undertaking this would need a bloody good understand of how BF2 maps work, have a very good understanding of making, exporting and coding statics as well as a lot of experience of it and some other stuff too and even then, the end result probably wouldn't be that grate.


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Old 01-07-2010, 09:55 AM   #12
[R-DEV]Sniperdog
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Default Re: Map Sizes (Re: Features page, Seethed Waters)

Quote:
Originally Posted by [R-DEV]Rhino View Post
anyone going to even think about undertaking this would need a bloody good understand of how BF2 maps work, have a very good understanding of making, exporting and coding statics as well as a lot of experience of it and some other stuff too
I see three possible candidates

1. God
2. Mosquil
3. Rhino



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Old 01-07-2010, 10:23 AM   #13
[R-DEV]Rhino
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Default Re: Map Sizes (Re: Features page, Seethed Waters)

Mosquil can only code, he dont know shit about modelling, statics etc to make a real decent modelled terrain.

I've seen his attempts and like I've told you before SD, they aint very good.


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Old 01-07-2010, 10:52 AM   #14
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Default Re: Map Sizes (Re: Features page, Seethed Waters)

Well volunteered there Rhino, get to it! Well, you didn't rule God out aswell but I'm sure he/she is more involved in PR2.


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Old 01-07-2010, 10:58 AM   #15
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Default Re: Map Sizes (Re: Features page, Seethed Waters)

Why not scale down every single model in the game to half size. There, a 4km map is now a 8km map! Yaho!!
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Old 01-07-2010, 11:20 AM   #16
[R-DEV]Rhino
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Default Re: Map Sizes (Re: Features page, Seethed Waters)

Quote:
Originally Posted by Sgt.Smeg View Post
Well volunteered there Rhino, get to it! Well, you didn't rule God out aswell but I'm sure he/she is more involved in PR2.
I've got enough on, maybe some time in the future


Quote:
Originally Posted by Lemon View Post
Why not scale down every single model in the game to half size. There, a 4km map is now a 8km map! Yaho!!
Main reason is because Bf2 only has some many decimal places of accuracy and making things smaller means you can't have things so accruate which would screw up loads of things, animations, placment etc, let alone talking about the work load required would be huge, not talking about just saying "50% scale of model, reexport and done", your talking re, positioning everything, every effect, every wheel, every barrel, every projectile, and then that's not even talking about the vBF2 models that we can't change.


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Old 01-07-2010, 11:24 AM   #17
[R-DEV]Outlawz7
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Default Re: Map Sizes (Re: Features page, Seethed Waters)

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Originally Posted by Snazz View Post
but Karkand still appears to be 1x1km.
Because it is, scale 2 doesn't mean 2Km, it means 'multiplied by' and in this case it's 512x2 (Like Fallujah, Tad Sae, Road to Kyongan ni, Mestia), whereas 2Km maps are 1024x2. And yes Jalalabad and Mashtuur in vBF2 have 3/4 of the map unused.


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Old 01-07-2010, 11:26 AM   #18
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Default Re: Map Sizes (Re: Features page, Seethed Waters)

Have actually tried a 10x10km or similar static terrain map. It was simple, and had errors but it worked.

I see potential, but I don“t understand about mapping.

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Old 01-07-2010, 06:52 PM   #19
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Default Re: Map Sizes (Re: Features page, Seethed Waters)

Quote:
Originally Posted by [R-CON]Outlawz View Post
Because it is, scale 2 doesn't mean 2Km, it means 'multiplied by' and in this case it's 512x2
I wasn't disputing what scale 2 meant (don't think that term was even mentioned), I was pointing out that the features page says:
Quote:
vanilla BF2 maps are scaled as 2km squared (4km area).
Despite some being 1km squared.
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Old 01-07-2010, 08:58 PM   #20
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Default Re: Map Sizes (Re: Features page, Seethed Waters)

i dont remember what map it was or who made it(maybe devils tower?), but whoever made it posted a video in the fourms as a WIP look at the map. In the video he flew a LB around the map to show it off and he pointed out just how much terrain would change when you got closer to it. it would go from diagonal lines with almost nothing between them, and as you got closer the terrain would swell outward from between them and form the mountainside and the road he was flying over. he went back and optimized the map, and flew the same pattern again. the lines and terrain were visable, and had less space to swell into when you got closer, but it was still pretty bad. he pointed out that if someone knew about this, i could be exploited. they could hide inside this area shoot out, and someone one the outside would just see a wall. you can already see some of this in current maps if your flying fast and low over the terrain, but its no where near as bad as what you see in the video. i would think that making a map more then 4kmx4km would make this problem worse.


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