project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Community Modding > Community Maps
12 Aug 2022, 00:00:00 (PRT)
Register Developer Blogs Project Reality Members List Search Today's Posts Mark Forums Read
Community Maps Maps created by PR community members.

Reply
 
Thread Tools Display Modes
Old 2017-10-17, 20:40   #31
Heavy Death

Heavy Death's Avatar
Default Re: [Map] Farah (2km) [WIP]

I would guess that splines are only a thing in the editor, once the texture is baked, its baked.

Heavy Death is offline Reply With Quote
Old 2017-10-17, 20:49   #32
[R-DEV]​Mr.VdHeide
PR:BF2 Developer

Mr.VdHeide's Avatar
Default Re: [Map] Farah (2km) [WIP]

Textures dont get baked. Roads are 3D meshes floating a tiny bit above terain levell. You can actually see this when loading in a map and look at the edges of the road.



D.J.

Mr.VdHeide is offline Reply With Quote
Old 2017-10-17, 22:20   #33
[R-DEV]​Outlawz7
PR:BF2 Developer

Outlawz7's Avatar
Default Re: [Map] Farah (2km) [WIP]

Yes they get baked onto colormap, the road mesh is culled at a certain distance and only the baked 'footprint' of the road remains visible.

Outlawz7 is offline Reply With Quote
Old 2017-10-18, 00:23   #34
The_Turkish_Moose
Supporting Member

The_Turkish_Moose's Avatar
Default Re: [Map] Farah (2km) [WIP]

So I'm in the clear?

Would be nice to start adding some extra detail now!

The_Turkish_Moose is offline Reply With Quote
Old 2017-10-18, 00:29   #35
[R-DEV]​Rhino
PR:BF2 Developer
Supporting Member

Rhino's Avatar
Default Re: [Map] Farah (2km) [WIP]

Performance wise should be fine.

One thing to note however is that when the roads are baked into the colourmap, they are often slightly off from the actual spline, especially for thin lines. Note the white/yellow markings around the docks in muttrah and you will probably notice that the white on the terrain is a bit off from the white road markings etc. Hopefully shouldn't be an issue here but may cause a few small problems, but you could potentially get around that here by temp deleting your roads just before saving complied terrain textures so they don't get baked in and since they are grey like the roads, they won't get missed from not being baked.

Rhino is offline Reply With Quote
Old 2017-10-18, 12:01   #36
The_Turkish_Moose
Supporting Member

The_Turkish_Moose's Avatar
Default Re: [Map] Farah (2km) [WIP]

Quote:
Performance wise should be fine.

One thing to note however is that when the roads are baked into the colourmap, they are often slightly off from the actual spline, especially for thin lines. Note the white/yellow markings around the docks in muttrah and you will probably notice that the white on the terrain is a bit off from the white road markings etc. Hopefully shouldn't be an issue here but may cause a few small problems, but you could potentially get around that here by temp deleting your roads just before saving complied terrain textures so they don't get baked in and since they are grey like the roads, they won't get missed from not being baked.
Brilliant, thanks everyone!

The_Turkish_Moose is offline Reply With Quote
Old 2017-10-19, 12:12   #37
WeeGeez
Supporting Member

WeeGeez's Avatar
Default Re: [Map] Farah (2km) [WIP]

Reminds me of Op Pheonix a bit. Keep it up!


Cheap computer build / fast track upgrade for slow computer for PR > Guide
WeeGeez is offline Reply With Quote
Old 2017-10-23, 14:39   #38
The_Turkish_Moose
Supporting Member

The_Turkish_Moose's Avatar
Default Re: [Map] Farah (2km) [WIP]

I learn't a lot more about the editor today. I've spent many hundreds of hours pain staking making silly mistakes and doing tedious things which I didn't know could be avoided quiet simply.

Dind't know there was a terrain grid snap feature, did not know you could change the anchor point for all objects. Did not know you could snap to objects whilst dragging around a static mesh.

If there are any useful uncommon tutorials (like the rubber mating tutorial which actually informs you about road fading) please post them here for me to see. I thought I see it all but I was wrong!

The_Turkish_Moose is offline Reply With Quote
Old 2017-10-24, 09:19   #39
SuperArmy

SuperArmy's Avatar
Default Re: [Map] Farah (2km) [WIP]

Looking good! But yeah need to get the OP images back.


Head of EU]GG - www.eugaminggroup.com
SuperArmy is offline Reply With Quote
Old 2021-11-13, 20:02   #40
The_Turkish_Moose
Supporting Member

The_Turkish_Moose's Avatar
Default Re: [Map] Farah (2km) [WIP]

So I have tried copying over the Water.com file from one map to my map but the water is still just one colour. Is that because I need to have at least one Envprobe placed?

The_Turkish_Moose is offline Reply With Quote
Reply


Tags
2km, farah, map, usmc, wip
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 03:12.