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Old 2012-07-15, 13:51   #31
Nemes1s
Default Re: [Map] Red Falcon (4km) [Concept]

Quote:
Originally Posted by Stemplus View Post
Thx for help Nemes Got the problem fixed. The only problem I have left is that objects dissapear when I get further than 100m away from them, but I will try to fix it on my own.
You could add "renderer.minCullDistance 2000" (without the " ) to your map's init.con to fix that problem.

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Old 2012-07-15, 14:10   #32
Amok@ndy
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Default Re: [Map] Red Falcon (4km) [Concept]

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Originally Posted by Nemes1s View Post
You could add "renderer.minCullDistance 2000" (without the " ) to your map's init.con to fix that problem.
not to the init.con simply type that in the editor console and you will see your objects


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Old 2012-07-16, 10:30   #33
Stemplus

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Default Re: [Map] Red Falcon (4km) [Concept]

Ok, works. What about overgrowth/undergrowth draw range?

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Last edited by Stemplus; 2012-07-16 at 12:18..
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Old 2012-07-16, 17:10   #34
Amok@ndy
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Default Re: [Map] Red Falcon (4km) [Concept]

have a look at current build maps for the beginning thats enough, later on you can start optimizing your map


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Old 2012-08-01, 19:23   #35
Stemplus

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Default Re: [Map] Red Falcon (4km) [Concept]

Dunno why, but Tpaint is using my old texture brushes, even if I save "brushes" and "terrain" when I save BF2editor, run Tpaint, and start the editor again :/

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Last edited by Stemplus; 2012-08-08 at 15:58..
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Old 2012-08-08, 15:58   #36
Stemplus

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Default Re: [Map] Red Falcon (4km) [Concept]

First update time!!











Sorry that the hills are so green, but I dunno how to fix it, since I am not going to paint them manually, and Tpaint is using the old textre brushes for some reason :/

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Old 2012-08-08, 18:32   #37
[R-DEV]​AfterDune
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Default Re: [Map] Red Falcon (4km) [Concept]

You do know that if you're using Tpaint, you have to manually place the colortextures (as .tga I believe) in its folder, right? Otherwise it'll be using the ugly default ones Tpaint is shipped with .

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Old 2012-08-08, 18:42   #38
Stemplus

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Default Re: [Map] Red Falcon (4km) [Concept]

seriously? I didn't see that in the tutorial

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Old 2012-08-08, 18:48   #39
[R-DEV]​AfterDune
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Default Re: [Map] Red Falcon (4km) [Concept]

They're called steep.tga, low.tga and high.tga. Open them (with Photoshop for example), also open the colortexture you're using in your map (open the common_client.zip of you PR files and browse to the colortexures). Copy and paste the colortexture onto the steep/low/high and save the file as .tga.

You also know the first 3 layes of your map represent steep, high and low, right?

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Old 2012-08-08, 19:27   #40
Stemplus

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Default Re: [Map] Red Falcon (4km) [Concept]

I know. In the tutorial, "now asign texture layers. layer 1 should be steep texture, layer 2 should be high, and layer 3 should be low" I thought that it ment to go to the editor, asign the layers, save, and quit

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