Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #425 Joined: [ 16:54 ] [ 25 Jun 2004 ] Posts: 476
Ok, so the map is progressing well, got an awesome (imo) height map almost done in Photoshop, and almost on to objects and whatnot.
This map is now named "Woodland Hills," the setting i'm aiming for is a mountainous area with a slight dusting of snow in some places, now to complete the mountain effect I'm looking for some good pine trees, i'm hoping to find some trees to be exported as a tree mesh so i can use the random vegetation generator in Battlecraft as there will be lots of trees, yes, lots of them (sorry to all those that will undoubtedly lag). I'm looking for some plain old pine trees as well as maybe one's with a light covering of snow, contact me if you have/know of any such trees i can use
if you use 'lots' of trees' then consider making only the ones close to the road actually have collision mesh.. this will reduce lag.. and also maybe consider making the trees in the 'distance' just cut-out trees.. like the people in the arena bleechers.. they will still look cool at distance but can be made of a UBER simple 'plane' mesh.. if you use those techniques you could really go crazy with the effect of a very dense forest.
Joe, never made a heightmap in Photoshop before? Thats how I make my maps, I add details in Ed42, back to Photoshop, blur x 20 and then import to bf2 ;D
When a woman has an uncontrollable desire to have sex all the time at the expense of her hygiene, safety, and personal health, we call it “nymphomania.†When a man experiences the same thing, we call it “Tuesday.â€
Registered Member #91 Joined: [ 14:47 ] [ 17 Mar 2004 ]
blur... is that all you use that for? I dunno, if you were to blur it, then you would also have to readjust all your objects so that you have no flying pieces. Besides you have alot more control with the ed42/battlecrap terrain manager
My poop is clean and pure as the giggles of new born babies.
Registered Member #425 Joined: [ 16:54 ] [ 25 Jun 2004 ]
hm... i'll say one more thing, i've got all of about 4 actual gradients on the course of the track, most of it is lighten/darken techniques as to make a pseudo turning gradient around corners....
Registered Member #425 Joined: [ 16:54 ] [ 25 Jun 2004 ]
Update: I figured out how to convert the current trees from standard to tree mesh (lazy devs ) and so i now have a tree to use, i will more than likely need to convert more, but it should work out pretty well for now, finalizing heightmap, and there is a twist to the map (thanks rubba ) which has not been done yet, it should be rather evident once the map is released, and yes, there WILL be previews once the map nears completion, thanks to all who have shown interest in this project