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#31 |
![]() Join Date: Aug 2009
Posts: 2,271
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photoshop and satellite image, yeah
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Last edited by [R-COM]Hulabi; 2014-02-17 at 18:10..
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#32 |
Join Date: Mar 2005
Posts: 1,603
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Location: Lahti
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Really realistic and inspiring, very cool layout too and awesome colors, good job! Tree limit problem can be avoided by transmuting overgrowth to objects i think.
You got the layout and skill and techniques to make the map, but now the question is how to make it fun for gameplay.. how to make the flags be fun to conquer / defend and how the battle goes through the map. |
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Last edited by Deer; 2011-01-17 at 16:21..
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#34 |
Join Date: Mar 2005
Posts: 1,603
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Location: Lahti
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With term "gameplay" i meant alot more than just flags and vehicles. Gameplay is actually one the first things you should design when making the map imo, else you might end up spending 400hours working on something which was doomed to fail before you even started. Alot of new maps in PR recently have pretty much failed completely, alot of those new maps arent being played almost at all which is sad because mapper has spend countless of hours making em, i wouldnt want to see this map end up like that, its so promising start and realistic looking =)
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Last edited by Deer; 2011-01-17 at 16:19..
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#35 |
Retired PR Developer
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yeah some Points of Interest should be worked out now
what i meant is that many Mappers waste a lot of time doing Asset layouts and so on in the beginning and then just dropping the map because they lost the interest |
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#36 | ||
Join Date: Jan 2010
Posts: 525
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Location: Helsinki
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Most of the smoothing was done in the editor instead of photoshop, thought it would give me more control over the shapes of the terrain and of course it did but in retrospect it would have been more efficient to do the blurring manually in photoshop. So nothing fancy here, quite brute actually ![]() Quote:
With photoshop respectively to the map shown in the first post. Groups and layers for each element (bogs, roads, grass, fields etc.) lots of grunge brushes and all that cute stuff. Grayscale aerial image overlayed 10% on the colormap, will probably be phased out completely when the lightmaps and low detail textures are done. I'm creating overgrowth and detail texture maps from the colormaps layers too. here's the latest: http://img222.imageshack.us/img222/4...1903343495.png I started working on detail textures for the finnish landscape, this is the first one I did, not at all in it's final form but pretty good for a first one. I wrestled with it quite a bit but finally got it working, with envmaps and everything! The envmap that is reflecting from the puddles didn't look like the one from my map when I was testing it, which envmap do the puddles use and can I change it? Not a big deal though since you could barely see the difference. http://img51.imageshack.us/img51/565...1903371406.png I got a bunch of questions in addition to previous, maybe the old stagers can shed some light
That's all for now, thanks in advance if you even read through this ![]() | ||
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#37 | |
Retired PR Developer
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#38 | ||||
Join Date: Jan 2010
Posts: 525
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Location: Helsinki
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http://img222.imageshack.us/img222/4...1903343495.png Quote:
levels\my_level\Editor\Detailmaps Quote:
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#39 |
Retired PR Developer
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Water.con and Water/Envmap affect water, but not much else. You can't change the transparency, the only way to have clear water is to have the water depth at max of 2m since after that water fog kicks in.
Also not sure if you meant that, but actual detail textures are found in common_client.zip\Terrain\Textures\Detail |
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#40 | |
Join Date: Jan 2010
Posts: 525
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Location: Helsinki
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I'm not trying to achieve completely transparent water, but right now you can't see under the water even if the water is 10 cm deep. ![]() | |
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