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Old 2013-06-02, 01:22   #11
[R-DEV]Mineral
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Default 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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Old 2013-06-02, 01:29   #12
[R-DEV]​Dr Rank
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Default Re: Alt Settings For Different Gameplay Layers

Cheers



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Old 2013-06-02, 01:48   #13
Rudd
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Default 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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Old 2013-06-02, 02:35   #14
AFsoccer
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Default 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:
  • Make a copy of your colormaps folder
  • Load the map and lightmap the surrounding terrain at the darkness level you want for nighttime
  • Exit the map and reload
  • Now re-save compiled color and texture
  • You will now have the darker colormap files for your surrounding terrain, since like Rudd said, the editor doesn't use separate lightmap for surrounding terrain. Instead, it compiles the lightmap on top of the colormap.
  • Now rename that folder colormaps_night and make sure your original folder is named colormaps.
  • Create a init_night.con file with these lines:
    Code:
    if v_arg1 == BF2Editor
    
    run Terrain_night.con BF2Editor
    run Sky_night.con BF2Editor
    run AmbientObjects_night.con BF2Editor
    run Water_night.con BF2Editor
    
    else
    
    run Terrain_night.con
    run Sky_night.con
    run AmbientObjects_night.con
    run Water_night.con
    
    endIf
    
    (Delete any line you don't need)
  • In your GPO, add this line to the top:
    Code:
    run ../../../Init_night.con
  • Create a file called terrain_night.con and place this single line inside it:
    Code:
    terrain.load Levels/mapname/terraindata_night.raw
  • Make a copy of terraindata.raw and name it terraindata_night.raw
  • Open it with a hexeditor and re-name the directory for colormaps from "colormaps" to "colormaps_night"

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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Old 2013-06-02, 19:21   #15
[R-DEV]Mineral
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Default 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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