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#81 |
![]() Join Date: Feb 2011
Posts: 135
Location: London
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Well hopefully you find it! If you need any searching or references for some pictures, feel free to inbox me!
Would be great addition! |
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#82 | |||
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PR:BF2 Developer
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The simplest option is just to use the MEC and anything extra is a bonus. EDIT: @ReaDeath, might be worth talking to |TG-Irr|Nixon about it as he has done some nice work on some new Canadian skins and might be up for this task now they are almost finished? http://www.realitymod.com/forum/f388...ml#post1599941 Quote:
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Dose it crash once you have saved it? It might be a read-only problem, check your map folder to make sure everything has "Read-Only" unchecked. ![]() If your files are read-only then the editor wont be able to save to them and will most likely crash after trying to save to them. | |||
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Last edited by [R-DEV]Rhino; 05-25-2011 at 07:30 PM..
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#83 |
![]() Join Date: Mar 2010
Posts: 296
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Problem Solved, Thank you Rhino
Maybe I can soon kick this up to WIP instead of Concept |
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Last edited by Reddeath; 05-25-2011 at 07:40 PM..
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#84 |
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PR:BF2 Developer
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gdgd, kinda need WIP pics for that although can do if you want. Do you want the name to say as Liberation or do you want it changed to Benghazi or anything too?
I also edited my post above in relation to new MEC/Libyan textures |
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#85 | |
![]() Join Date: Mar 2010
Posts: 296
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and yes, you can change the thread title to Benghazi, its the most likely title. Thank you. as for the reskin, would it be possible to do that for a single map? or would I be essentially making a new faction (copy of MEC) with different textures? | |
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#86 | |||
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PR:BF2 Developer
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If you wanted more than just new textures, like different team names and kit setups then you would be looking into making a new faction, although you could do different kit setups without a new faction but best to make a new one if your going to do that. | |||
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#87 |
![]() Join Date: Mar 2010
Posts: 296
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Ok, couple small tweaks.
After reviewing some elevation data I came up with this very poorly done map of how I imagine the elevation to be. There will be ditches and bumps where I feel they are needed, but this is, while not 100% accurate to the city, it is as close as I will probably get in the BF2 engine to avoid problems. note: the height differences are miniscule, nothing drastic, aside from the water of course. Anything I should reconsider in this layout before I proceed with building it? |
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#88 |
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PR:BF2 Developer
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First of all, CSB postions look good, I would still be tempted on moving the most southern one right to the edge of the map but the position you have got is good as its the shortest point down there
Is that your actual base heightmap your working on? If so the first thing I would point out is that your not using the maximum potential of your heightmap. Basically with your heightmap you have upto 0% and 100% black to work with, and at the moment your only using 18% of the potential of your heightmap with the current heighest and lowest point on it. The more you use out of your heightmap, the more control you have over your terrain and the less Terrain LODs affect your terrain, which is a very big thing epically when it comes to things like sea walls etc Here's a quick heightmap I've made on the area for you, will need tweaking in the editor but it gives you a good use of the heightmaps potential and you just need to change the editor's max height setting of your map to around 50m should give you the min and max heights of the real terrain ![]() If you want a .psd of that heightmap thats in 2048x2048 just ask and I'll send it over I also put in the extra height changes further away from the shore you had although with a better gradient but tbh I would work your city on a 100% flat base as for one its much simpler but its very easy to get lots of floaters even on a small gradient like this and you will be spending so much extra time on levelling out the terrain for each building etc I personally wouldn't bother but its up to you, if you did go with it and did it well it would look and play very well thou |
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#89 |
![]() Join Date: Mar 2010
Posts: 296
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What I made in Photoshop was purely a visual example on how I intend the map to be, I am sticking with using the terrain editor tools, the city will be mostly flat, areas like parks will have slight variation just so it does not look unnatural, but I still want to slightly raise the north-eastern part of the city at a point where it wont leave room for floaters, like a road being the dividing line for example.
As for the CSB, when I get to that stage in adding it to the map, I still decide its fate then, I don't really want it 5 meters from the edge of the map because to me its an immersion-killer when you got nice detailed land and then a dividing line into flat low-res nothingness, but we will see how it turns out, and also at the same time the distance is a factor, just feels silly having a 10 piece CSB and I feel like that would never get any use. While in the editor when making the lake/oceans there is a lot of twitchyness between the water and terrain, I am doing everything I can to avoid this and I think I am doing a decent job at it, but out of curiosity, is what I see what I get? or will be look better in the actual game? |
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#90 | |||
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PR:BF2 Developer
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| Tags |
| 2km, benghazi, concept, liberation, map, wip |
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