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| German Forces Mod : Discussion pertaining to the PR German Forces Mod. |
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#11 |
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PR Operations Lead
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k, first your lightsettings need to be tweaked quite abit, heres a tut that should help: Color Lightsettings Tutorial - Official BF Editor Forums
The road texture you see in this screen: http://www.realitymod.com/forum/atta...ap-ambush3.jpg really needs to be changed, its more a dirt/construction road rather than a sandy desert road. theres lots of road textures to choose from http://www.realitymod.com/forum/atta...unbenannt1.jpg these undergrowth popie fileds may look nice, but that is all you should use undergrowth for, as a decorative tool. You have your undergrowth soo thick and high at the moment players are going to try and use it for concealment, but at a distance it wont render and things epically like tanks will just see them on plain ground, zoom in and kill them, where the only person whos at a disambiguate is the guy in the poppie filed as he cant see out, while everyone can see in. http://www.realitymod.com/forum/atta...ap-ambush7.jpg most of your map is a pretty plain colour texture, with also no low detail textures check this tut out for lowdetail textures: Good looking textures the guaranteed way - Official BF Editor Forums and also check out this tool here for getting some pretty good base textures to start off from: BF2_TPaint I would also advice you too check my tuts list out and go though each tut: http://www.realitymod.com/forum/f189...t-mapping.html hope that helps, keep it up |
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#12 |
![]() Join Date: Mar 2007
Location: Germany, NRW , Leverkusen
Posts: 57
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---SORRY FOR BAD ENGLISH
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Last edited by THE_BIG_ADDY; 02-22-2008 at 11:13 AM..
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#13 |
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PR Developer
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Looks good so far!
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#14 |
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PR Contributor
![]() Join Date: Mar 2007
GermanyLocation: Munich,Bavaria
Posts: 893
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thanks for your comments ...
as i said : To do: additional textures (especially for the mountains).. i know that the texture doesnt look too great now but i dont think mountains in afghanistan are typically grey like eg the alps... :http://www.sportsbyline.com/roncomm/pics/gunview75.jpg paths and fortified positions in the mountains small village undergrowth in the mountains final tweaks ( spawnpoints,lightmaps,surrounding terrain...) @ rhino: i actually have low det textures set on 1 atm conerning the road: i somehow dont like the roads in bf2...imo they are all too dark compared to the bright sand...i checked all but didnt find a proper one that fit...i took : fall_narrow..and over that i put constructive road but i 'll probably delet this... i'll decrease the height and density of the poppie field..but thats what i actually like most.. there will be no tanks, only jeeps conercing the undergrowth view distance: would it be possible to set the gneral view distance as high as the undergrowth view distance? that should solve the problem , shouldn't it? i'll see what i can do...anyway thanks rhino( would you mind helping me with these lightmpas once my map is finished?...this thread seems quite complicated and i already have problems with general lightmapping without all those channels and stuff @ addy: a village is still to come.. |
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Last edited by marcoelnk; 02-19-2008 at 08:45 AM..
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#15 |
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PR Contributor
![]() Join Date: Mar 2007
GermanyLocation: Munich,Bavaria
Posts: 893
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So i here I am again with some new screens of my map...
What i've changed from last time : - retextured everything with better textures - Decreased the density and height of the poppie fields - village in the mountains - overgrowth and paths through the fields(NOTE: these new trees and stuff look much better than the old bf2 trees...now you might think i copied the idea how to use them ( well as trees of course) from the map in the DEV-forum (Sangin or sth like that) but i swear that i just started working with these two days before this map was posted on the forums) - paths in the mountains - some tweaks and details in the german base - small hidden cave with pickup weapons in the village with a well as entrance Still to do : - additional undergrowth in the mountains and on the fields (not only poppie) - some more trees and brushes everywhere - fortified positions in the mountains - small river through the fields and perhaps in the mountains comments and ideas welcome hope you like it (!!! pls dont forget these are editor screens and lightmaps are not generated yet so the quality isn't the best...thats why i won't post a picture of the minimap yet cause you will see no shadows and thus will not be able to see any heightdifferences but just plane textures) ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Last edited by marcoelnk; 03-04-2008 at 10:17 AM..
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#16 |
![]() Join Date: Mar 2007
Location: Germany, NRW , Leverkusen
Posts: 57
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NICE
I would say there have to be more normal gras ... around the village and the around the poppiefield but its a very nice map |
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---SORRY FOR BAD ENGLISH
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Last edited by THE_BIG_ADDY; 03-04-2008 at 10:10 AM..
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#17 |
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Forum Moderator
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Nice, but I'd take that .50 out
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![]() Do you have a super handsome mate? (hugs and kisses KP) |
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#18 |
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well, monfields are a good idea i tink, but ofcause its al just for medicine, no ilegal drugs
looks great, can't wait to throw a grenade down in that hidden weapon cache |
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#19 |
![]() Join Date: Feb 2008
GermanyLocation: Bayern
Posts: 27
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WOW nicest map I´ve ever seen...
try to create the atmosphere of the first pics for the village and the mountains. together with a good sky the map will be the ONE !!!!! |
![]() Erster Pre-Alpha Tester von "Ambush" |
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#20 |
![]() Join Date: Aug 2007
Posts: 698
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Okay now i've seen more screenies I can say it's developing into a completly different map to the one that I first described (well in my head I had a completly different plan). The Village looks brilliant, really tight and deadly, just like in some of the reference vids I watched. Love the paths with bushes to the side, maybe a little too small but looks good for ambushes. If you ever need testers for the map i'd be more than happy to help out. Oh and good work
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