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Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Fri Jan 30, 2015 2:48 pm
by Generalfacu
It looks awesome! You could add some drops of snow on the ground as in the map of SWTOR

Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Fri Jan 30, 2015 3:48 pm
by commanderawesome
He already has.
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Fri Jan 30, 2015 5:48 pm
by Generalfacu
Then: You have not read my previous comment *waves hand*
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Wed Feb 04, 2015 7:29 pm
by ZoomV
So I have been having some difficulty with the terrain. Specifically the terrain in the game isn't matching what I see in zeroeditor.
Here it is in game.
Here is the same spot in ZE.
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Wed Feb 04, 2015 7:37 pm
by jedimoose32
The shape looks identical from what I can see... is it the colour you're not happy with?
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Wed Feb 04, 2015 7:46 pm
by ZoomV
jedimoose32 wrote:The shape looks identical from what I can see... is it the colour you're not happy with?
In the game pic the terrain is poking out of the rocks at a very sharp angle, in the ZE pic its not doing that.
although yes the solo differences is also annoying.
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Wed Feb 04, 2015 7:53 pm
by jedimoose32
Play with that part of the terrain in ZE. Try blending the edge a little bit. Terrain often behaves badly at sharp angles.
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Wed Feb 04, 2015 9:47 pm
by ZoomV
So I was never able to get the terrain textures to work with how I wanted the snow patches to look. So I tried a different tactic and used some of the hoth rocks as a foliage layer.
result:
Only problem is that the worldshadowmap is causing the snow to be really really bright in certain spots.
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Thu Feb 05, 2015 2:52 am
by Anakin
I like it

Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Thu Feb 05, 2015 4:30 am
by jedimoose32
Snow is pretty bright when the sun hits it directly so I think it looks fine.

Source: Am Canadian
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Thu Feb 05, 2015 9:47 am
by ZoomV
jedimoose32 wrote:Snow is pretty bright when the sun hits it directly so I think it looks fine.

Source: Am Canadian
The problem is in the spots with a lot of snow the bright patches drown everything out, you can't see laserfire at all, and seeing units that are standing in the bright patches is very difficult.
Oh and I got the ambient forest sounds working, apparently ambient is attached to foliage.
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Thu Feb 05, 2015 4:28 pm
by SmokyCashew01
I can confirm what jedimoose is taking about. I'm also Canadian and snow sometimes gets so bright that you can't make out things around it. I don't think it should really be a problem. Try posting a picture of this problem so the public can judge if it's realistic or if it's actually going to be a problem.
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Thu Feb 05, 2015 5:23 pm
by Nedarb7
Make that three Canadians agreeing on the same thing. I was just looking at my backyard to compare and the visuals are pretty realistic... in battlefront's own little way.
Maybe for the areas that you think are too bright you could remove some of the snow. That way it won't cause issues with the gameplay.
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Thu Feb 05, 2015 5:45 pm
by Anakin
Or you reduce the reflection on large snowparts?
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Thu Feb 05, 2015 6:40 pm
by ZoomV
Anakin wrote:Or you reduce the reflection on large snowparts?
Is that even possible?
pic of brightness
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Thu Feb 05, 2015 11:53 pm
by AQT
How does it look when you set the lighting in your video settings on high (if it isn't already)? Something you could try is to give your map a secondary directional light that points in the opposite direction of your primary directional light (see stock Endor lighting for an example). Adding the snow patches via foliage looks great, by the way!
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Fri Feb 06, 2015 4:44 pm
by SmokyCashew01
not even joking but that reflection is pretty accurate. it does get that bright.
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Fri Feb 06, 2015 6:26 pm
by AvalancheMaster
SmokyCashew01 wrote:not even joking but that reflection is pretty accurate. it does get that bright.
I'm all in for realism, but this is a game with lightsabres and blasters. I vote for "less accurate, more enjoyable".
Still, I think there is a way to make it reflective only in parts of the model--duplicate the surface, make the one below reflective, and edit the alpha mask of the texture of the one above.
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Fri Feb 06, 2015 8:53 pm
by AQT
AvalancheMaster wrote:Still, I think there is a way to make it reflective only in parts of the model--duplicate the surface, make the one below reflective, and edit the alpha mask of the texture of the one above.
This isn't an issue regarding material/flag settings, though. The incredible shine occurs with models using white/near-white textures.
Re: Alderaan: Treefall a Old Republic map and mod (Update 1/
Posted: Fri Feb 06, 2015 9:23 pm
by ZoomV
So I tried something new with the units. For HUD icons I stopped using the standard practice of having the weapon's model as a hud icon and started using ability icons as found in SWTOR. I did it for a couple reasons the first being the obvious tie in, but the more important one is that it in my opinion makes the HUD more informative. To many times when I'm playing someone's new mod, I select a unit with a custom gun and have not the slightest idea how it functions until I shoot it, which could be problematic if its say some HE that I might kill myself with.
So I went through and made custom HUD icons for every single weapon and tried to pick ones that would give the user some idea what the weapon does.
AQT wrote:How does it look when you set the lighting in your video settings on high (if it isn't already)? Something you could try is to give your map a secondary directional light that points in the opposite direction of your primary directional light (see stock Endor lighting for an example). Adding the snow patches via foliage looks great, by the way!
I tried the secondary light and it didn't do anything as far as I could tell.