project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Community Modding > Modding Tutorials
15 Nov 2018, 00:00:00 (PRT)
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
Modding Tutorials Information and tutorials related to modding BF2.

Reply
 
Thread Tools Display Modes
Old 2008-12-22, 06:17   #21
Madhouse

Madhouse's Avatar
Default Re: [Info] Problems with 4km vs 2km

Say, the map isn't going to have any aircraft, would that allow us to smooth the map less?

Madhouse is offline Reply With Quote
Old 2008-12-22, 07:30   #22
space
Banned
Default Re: [Info] Problems with 4km vs 2km

Quote:
Originally Posted by Madhouse View Post
Say, the map isn't going to have any aircraft, would that allow us to smooth the map less?
The morphing is alot more apparent in aircraft, due to the fact that you cross the zone where the resolutions change, much faster.

Its still very apparent on foot or in road vehicles though.

Ive just been spending another couple of hours removing some morphing from my map :/ As a rough estimate, I would say that you cant get away with anything more than a 45 degree angle change over the space of 3 terrain grids. After youve been mapping for a bit, you start to get a feel for what will morph and what will not.
space is offline Reply With Quote
Old 2009-01-05, 12:41   #23
Deer
Retired PR Developer
Default Re: [Info] Problems with 4km vs 2km

In very first setup when you start making map and you select how many polys and what scale map it is... there is also something like "low res scale" is it that option which makes terrain change so much when you go close, or is "low res scale" surrounding terrain's scale, or both ?

If you make scale 2 map, low res scale is 8 by default, if you change normal scale to 4, low res scale automaticly changes to 16

Makes me think if you set low res scale to 8 for scale 4 maps, there shouldnt be any worse problems than there is in scale 2 maps..?
Deer is offline Reply With Quote
Old 2009-01-05, 13:00   #24
[R-DEV]​Rhino
PR:BF2 Developer
Supporting Member

Rhino's Avatar
Default Re: [Info] Problems with 4km vs 2km

low rez scale is surrounding terrain, just leave it at default unless you know what your doing since otherwise it will mess up your surrounding terrain.

Rhino is offline Reply With Quote
Old 2009-07-24, 23:15   #25
mp5punk
Banned

mp5punk's Avatar
Default Re: [Info] Problems with 4km vs 2km

so does this mean i cant have big mountains on my map?
mp5punk is offline Reply With Quote
Old 2009-07-24, 23:33   #26
J.F.Leusch69
Retired PR Developer

J.F.Leusch69's Avatar
Default Re: [Info] Problems with 4km vs 2km

you can, but you need to smooth them out so there wont be any LOD (level of detail) conflicts at distance. you can see that a bit on nearly all PR maps, even if there are very good hidden
J.F.Leusch69 is offline Reply With Quote
Old 2009-07-27, 08:51   #27
CodeRedFox
Retired PR Developer

CodeRedFox's Avatar
Default Re: [Info] Problems with 4km vs 2km

Quote:
You cant get away with anything more than a 45 degree angle change over the space of 3 terrain grids.
Thats what I came to as well, you get a cookie



"apcs, like dogs can't look up" - Dr2B Rudd
CodeRedFox is offline Reply With Quote
Old 2009-08-20, 03:36   #28
Black Magic
Banned

Black Magic's Avatar
Default Re: [Info] Problems with 4km vs 2km

Thanks now i need to sort my texture problem on my map!
Black Magic is offline Reply With Quote
Reply


Tags
1km, 2km, 4km, diffrence, info, map, morphing, polygon, problems, terrain
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 11:00.