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| PR:BF2 Community Modding Making or wanting help making your own asset? Check in here |
| View Poll Results: What is your opinion? (Best if you try them in game first) | |||
| Great idea! Your style looks very suitable. |
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298 | 68.82% |
| Great idea! The two done are not good for X reason though. |
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21 | 4.85% |
| Decent idea but I don't really think it will add much. |
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31 | 7.16% |
| I prefer the satillite map style currently used. |
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65 | 15.01% |
| I'm only voting because I have OCD where I need to vote in every poll. |
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18 | 4.16% |
| Voters: 433. You may not vote on this poll | |||
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#61 |
![]() Join Date: Feb 2007
Posts: 1,235
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I'd love to see topo maps in PR instead of the over-head radar
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#62 |
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Registered User
![]() Join Date: Nov 2007
Location: The Snowy Northeast
Posts: 7,406
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Here's Mestia:
![]() And the .dds for those who want to use it: 4shared.com - online file sharing and storage - download ingameMap.dds Will almost certainly be recolored in the future, need to find a good color scheme that will work across all the commonly terrained maps. |
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[R-CON]creepin - "because on the internet 0=1" |
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#63 |
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Nice Bloodbane.
The tree color is really bugging me out. Perhaps you can grab the color from one of my maps, I kept it consistent throughout. Also the white in my maps is an off-white which makes it a little nicer to the eyes. If you come up with better colors that's fine though. The edges of the map are strange. The top and bottom look weirdly stretched and the lake of trees around the perimeter, looks suspicious, I never notices that absence before. I'll test it out in a bit. |
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#64 |
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Registered User
![]() Join Date: Nov 2007
Location: The Snowy Northeast
Posts: 7,406
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Yeah, IronTaxi really minimized the amount of extra work he did. Heighmaps and trees under the combat zone are basically as easy as possible. Found it weird, but with the combat zone overlay you don't notice anything.The ingamemap.dds definitely isn't fully displayed for mestia though, don't know why. Just started fools road, and it was actually a full map.
Anyhow, revised files above, and I'm doing fools road now. |
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[R-CON]creepin - "because on the internet 0=1" |
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#65 |
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heh Im temporary out of this
to much RL work.... sorry |
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Xfire - jagular78rus aka =WNP= SPB.Jagular /
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. / To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Setting up servers: game/web/mail/other win&nix/bsd |
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#66 |
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I'm working on a Jabal right now so nobody pick that up.
Done. Updated in initial post. |
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Last edited by Clypp; 02-26-2008 at 10:21 PM..
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#67 |
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Retired PR Developer
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Really great job. Get them all looking good like OGT and I'd definitely push for them to be included.
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#68 |
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What about possibility to have both normal and topo maps ?
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Xfire - jagular78rus aka =WNP= SPB.Jagular /
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. / To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Setting up servers: game/web/mail/other win&nix/bsd |
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#69 |
![]() Join Date: Nov 2006
Location: Calgary
Posts: 4,629
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If we can't have geographical feature names, can we at least number the involved hills?
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Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance Originally Posted by: [R-MOD]dunehunter don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat |
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#70 |
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Registered User
![]() Join Date: Nov 2007
Location: The Snowy Northeast
Posts: 7,406
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It isn't possible to have both normal and topographical maps, because the map is defined by only one file: ingameMap.dds. I imagine some smart coder might be able to figure out a way around this, but as for us we've got nothing. Anyhow, the purpose of a topographical map is to give you all the information you would get on the normal map, plus a lot. You can tell what type of buildings there are, clearings are more obvious, and of course you can tell elevation (or at least change in elevation).
I think giving hills and other features some references would make a lot of sense. Also, many of the mappers who made the PR 0.7 maps are still around, so with a little input from them we could stay true to the original intent, while increasing realism and usefulness of the maps. Now, for those who are posting here, I would say just please, DL the maps and play with them. You don't have to seek out the rough spots or anything, but you definitely will find a few if you go play for a while, especially when we start doing the larger maps. Then just report them here and we will fix them. |
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[R-CON]creepin - "because on the internet 0=1" |
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| Tags |
| hud, minimap, minimaps, topographical, topographical minimap |
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