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Modding Tutorials Information and tutorials related to modding BF2. |
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Thread Tools | Display Modes |
2013-06-02, 01:22 | #11 |
PR:BF2 Lead Designer
Join Date: Jan 2012
Posts: 8,514
Belgium
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Re: Alt Settings For Different Gameplay Layers
I had this issue in the very beginning of making my night layer. I fixed it on goose green, I just forgot how. I will look into my files tomorrow when I'm on homepc.
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2013-06-02, 01:48 | #13 |
Retired PR Developer
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Re: Alt Settings For Different Gameplay Layers
surrounding terrain doesn't have a lightmap, the lightmap is burned into teh colourmap
what I think you need to do...maybe, is to load your map in the editor with hte night light enabled, recompile your colourmaps and then the surrounding terrain colourmaps will properly match the light? |
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2013-06-02, 02:35 | #14 |
Retired PR Developer
Join Date: Sep 2007
Posts: 4,280
United States of America
Location: Denver, Colorado
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Re: Alt Settings For Different Gameplay Layers
Rank: If you take a look at the files for v1.0 Fools Road or v1.0 Black Gold, you'll see how we did it.
I don't have time to write a tutorial right now, but basically you need to:
If you run into any problems, just let me know. |
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Last edited by AFsoccer; 2013-06-02 at 04:25..
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2013-06-02, 19:21 | #15 |
PR:BF2 Lead Designer
Join Date: Jan 2012
Posts: 8,514
Belgium
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Re: Alt Settings For Different Gameplay Layers
Ah right, just darken them with photoshop in the colormaps_night Yeah, I used falklands night/marlin and foolsroad1.0 to understand how building layers with different visual settings.
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Tags |
alt, gameplay, layers, map, settings, tutorial |
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