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Posted: Wed Jun 21, 2006 10:03 am
by Squirrel7Hunter
Lord-Bandu wrote:Yea , I have 4x AA and 4x anisotropic filtering
AA smooths the gfx so you dont see as many jagged edges and anisotropic filtering stops gfx from blurring out in the distance ( for those who didnt know)
I am wondering how i can add this AA to my map cause I hate the bluur effect in the backround
by the way, I really like the floor texture, it actually looks like there are cracks in the floor

WD
Posted: Wed Jun 21, 2006 10:45 am
by RDST
Squirrel7Hunter wrote:Lord-Bandu wrote:Yea , I have 4x AA and 4x anisotropic filtering
AA smooths the gfx so you dont see as many jagged edges and anisotropic filtering stops gfx from blurring out in the distance ( for those who didnt know)
I am wondering how i can add this AA to my map cause I hate the bluur effect in the backround
by the way, I really like the floor texture, it actually looks like there are cracks in the floor

WD
AA is different. It is graphic card specific. This means that if you video card isn't powerful enough to handle AA then basically you can't use it. (most DirectX 9 card will be able to run atleast 2x AA, however if you have a g. card that runs at DirectX 8 for get about. The blur effect in the background happend because you:
1. Might not have you view distance very high.
2. I belive that you are thinking about anisotropic filtering. Most g. cards will be set at trifiltering, however, if you want you can use programs like ATI tray tools (if you have a ATI card) to force anisotropic or AA on a game. However, again just like AA, its g. card specific. Also adding either AA or anisotropic can have drastic gameplay hits. Only do it if you have a good video card.
Bandu- Your idea for the floor texture is very interesting, and it seems to fit very well.
Posted: Wed Jun 21, 2006 11:24 am
by EraOfDesann
Geez, I can see why you wanted glow so badly Bandu. It looks great! Out of all your maps this is the one I've been looking forward to the most so I'm glad you chose to finish this one first.
Oh, one more thing. I didn't see you mention the hangar in any of your posts. Will you be including it? It looked very nice in that ancient preview video you released back in the original Battlefront days. Now that you've figured out glow and lighting I can imagine that the hangar would look especially great.
Posted: Wed Jun 21, 2006 12:09 pm
by Jawa_Killer
making elevators doesn't take more than 10 minutes......for biiiiiiiiiiiiiiiiiiiiiiiig distances the solution isn't that good because you must wait very long if you miss it

Posted: Wed Jun 21, 2006 12:11 pm
by yoyam
Way cool
Thats aesome to think that BF2 has such potential

Lighting and blur and stuff really can change the feel of a map
Glad to see you're incorporating it, keep up the good work

Posted: Wed Jun 21, 2006 12:37 pm
by Lord-Bandu
Ya the hangar will be included.
Elevators .. i didnt really see the point of including them with the map not including the spire , however , it might add a nice touch anyway.
The gfx blurring in the distance is due to the lack of AF ( not AA ) . I have a nvidia card and i can change the settings in my tool tray to force the game to use it.
Posted: Wed Jun 21, 2006 1:53 pm
by Vyse
Looks great Bandu! The glow really does make it look better! Hope my graphics card can play it that nice!!
Just curious, did you use specular gloss at all, or is it all in the texture like you said?
Posted: Wed Jun 21, 2006 1:59 pm
by Lord-Bandu
Theres no specualr gloss at the moment. I will be adding it(subtley) at a later stage. any shine you see at the moment is texture work.
Posted: Wed Jun 21, 2006 2:16 pm
by Teancum
I got to play around with this last night. The ray shield is my new favorite toy.

Posted: Wed Jun 21, 2006 2:58 pm
by Guest
This is by far the best map I have seen. It beats all the rest.
Keep up the great work, Bandu!
Posted: Wed Jun 21, 2006 3:30 pm
by Wadi
Wadi see. Wadi like.
Posted: Wed Jun 21, 2006 4:34 pm
by Droideka88
I'm very impressed in this Bandu. You've really took time giving off some dynamic lighting.
I have one suggestion though. In ROTS, there wasn't any Command Post inside the Invisible Hand. Can you possibly move that blue CP near another room?
Leave the droids there if you want.

Posted: Wed Jun 21, 2006 4:41 pm
by Laserblast
Somehow, I doubt that there are CPs in any of the movies

. He has to put them somewhere...
Posted: Wed Jun 21, 2006 4:52 pm
by Lord-Bandu
hehe
the cp is only there for testing reasons. Non of the rooms are made yet .
BTW , Droideka88 , Im gonna overpower the droideka and have it as the cis hero , just for you .

( J/K )
Posted: Wed Jun 21, 2006 4:54 pm
by JabbaLovesLava
You should name that droideka Droideka 88 XD
Posted: Wed Jun 21, 2006 4:58 pm
by Lord-Bandu
Or put 88 Droidekas in the map

.
Posted: Wed Jun 21, 2006 5:11 pm
by EraOfDesann
Lord-Bandu wrote:Or put 88 Droidekas in the map

.
ROFL. Droidekas are probably really useful in those hallways.
Posted: Wed Jun 21, 2006 5:21 pm
by DeathRow
Lol. Well the Droidekas were used for the security on-board.. It would be nice to have more than 4
Posted: Wed Jun 21, 2006 7:17 pm
by G-unit
Looks just like the movie, lots of details. I like the lighting. Keep up the good work
Posted: Wed Jun 21, 2006 7:45 pm
by DeathRow
It would be awesome to have a space battle outside too, but that would be incredibly hard