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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
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Post Topic: Posted 01.06.2010, 14:22 |
Quote: Originally posted by noloser310 ughhh.......another jungle map..looks good and nicely detailed but jungle maps are getting old by now but as i said befor realy nice map very nice details and vegitation wish you good luck(i never finish my maps cus i never make the end of them lol) Hmmm... thanks  I don't see this as a jungle map. There is of course forest with undergrowth and bushes in general, but not real jungle, and it is intented to be so. -- EDIT: Try making the end of the map first, then you will feel stupid having an end without a start... just a motivational advice for getting the work done
Last edited by Talvipakkanen on 01.06.2010, 14:50, edited 3 times in total.
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ultranew_b  |
Uber Modder | Member since: 04.04.2010, 18:17 | Posts: 1262 | Location: Canada Eh ! |
Likes: 1 |
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Post Topic: Posted 01.06.2010, 15:07 |
Looking Good TAP !! Really like the night TOD !
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leon35  |
Uber Modder | Member since: 03.11.2007, 18:49 | Posts: 1338 | Location: Your mums bed, where else? |
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Post Topic: Posted 03.06.2010, 03:25 |
I really like that night time ToD, its its bright but still feels like night
Bow to me faithfully, bow to me splendidly!
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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
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Post Topic: Posted 03.06.2010, 04:21 |
Thanks guys :happy: Nightime is occasionally somewhat bright as it can be in reality too, particularly in open areas and when moon is high on the sky. When moon goes down and enemy attacks you deep in the forest, there is moments you'll be cursing the darkness
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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
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Post Topic: Posted 04.06.2010, 21:54 |
Custom airstrike flowgraph so far... sorry, no details. Features - no strike areas
- strike per entity class
Possibly airstrike with VTOLs using missiles, if getting it right.
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Un_dead  |
Uber Modder | Member since: 08.03.2009, 18:46 | Posts: 1466 | Location: Cyprus |
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Post Topic: Posted 05.06.2010, 12:09 |
8o at the airstrike flowgraph....
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Vodkacannon  |
Trainee | Member since: 10.01.2010, 19:19 | Posts: 175 | Location: 13.7 billion light years away. |
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Post Topic: Posted 10.06.2010, 22:15 |
I think your map needs more rocks, and rock variations, and a bit more grass. But for performance issues you don't have to go all green thumb on the level. Just some more prominent and denser grass clusters.
- e=mc². I can beat that deal. "Cryengine3."
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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
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Post Topic: Posted 10.06.2010, 23:16 |
Quote: Originally posted by Vodkacannon I think your map needs more rocks, and rock variations, and a bit more grass. But for performance issues you don't have to go all green thumb on the level. Just some more prominent and denser grass clusters. Some more rocky scenery will (and has) be added as detailing progresses. In addition, most of the forest areas have rocks amongst vegetation. For grass what is to be done is mostly detailing also; around buildings and other objects. For a performance point of view, vegetation view distances have adjusted, but in general vegetation is not a problem. Frame rates in forests are much higher than in base areas, to which i'm currently focusing in optimization. Thanks for commenting
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ultranew_b  |
Uber Modder | Member since: 04.04.2010, 18:17 | Posts: 1262 | Location: Canada Eh ! |
Likes: 1 |
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Post Topic: Posted 11.06.2010, 00:23 |
I like the 4th shot !
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leon35  |
Uber Modder | Member since: 03.11.2007, 18:49 | Posts: 1338 | Location: Your mums bed, where else? |
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Post Topic: Posted 16.06.2010, 21:34 |
Looks nice, but the area around the building in the second shot is a little empty.
Bow to me faithfully, bow to me splendidly!
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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
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Post Topic: Posted 16.06.2010, 21:57 |
Quote: Originally posted by leon35 Looks nice, but the area around the building in the second shot is a little empty. Thanks leon35. What should i put there? I don't want fill all empty places with garbage and boxes. EDIT: okay, more undergrowth and a piece of fence with jumppoints... and road finally
Last edited by Talvipakkanen on 17.06.2010, 02:09, edited 2 times in total.
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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
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Post Topic: Posted 17.06.2010, 02:51 |
Couple of pics from editor. One showing some AI setup and another of a door in a new house model.
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ultranew_b  |
Uber Modder | Member since: 04.04.2010, 18:17 | Posts: 1262 | Location: Canada Eh ! |
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Post Topic: Posted 17.06.2010, 03:06 |
Haha ! Crazy forbidden areas happening there! :O
Wish they had an auto tool for that ! lol
How long have you been working on this level man?
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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
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Post Topic: Posted 17.06.2010, 03:27 |
Quote: Originally posted by ultranew_b Haha ! Crazy forbidden areas happening there! :O
Wish they had an auto tool for that ! lol
How long have you been working on this level man? Yup, it's quite dense when seen at once. FA placement is somewhat detailed. Oh, the autotool! If we only had that, even for the terrain! And AI should be clever enough not to try climbing slopes too steep... BTW, map size is 2000x2000x1, i.e. 4 square kms. Project has been active since July 2008, but there has been periods with no activity. Time includes learning all the tools as well.
Last edited by Talvipakkanen on 17.06.2010, 03:42, edited 2 times in total.
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raxxxor18  |
Uber Modder | Member since: 17.03.2008, 21:31 | Posts: 1384 | Location: Germany |
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Post Topic: Posted 21.06.2010, 21:35 |
Kinda back..
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