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Re: Alzoc 3 - Blizzard

Posted: Mon Mar 19, 2012 8:09 pm
by yuke5
You are pushing Battlefront 2 to its limits. This truly is amazing. Keep it up!

Re: Alzoc 3 - Blizzard

Posted: Mon Mar 19, 2012 8:48 pm
by Marth8880
Actually, this kind of work is pretty well-optimized from what the screenshots dictate if one knows how to correctly use fog and .fx file parameters in correlation. For example, I can tell that the author used the Blur() parameter, which is almost always a plus for maps like this. In order to make a beautiful map, one should know how to correctly light their level and utilize Zero's shaders and effects parameters.
GAB wrote:Also, AI was also able to hit you from behind the fog. In other words, they could see you, but you couldn't see them. (unfair huh?)
In case you haven't done this already, setting SetDenseEnvironment("false") to SetDenseEnvironment("true") in your mission scripts will fix this issue, or by using a visibility region.

Your map is looking STUNNING, GAB; you obviously knows where it counts in level design! Keep it up!!! :thumbs:


EDIT:

Regarding Battlefront's ability to handle stuff like this, see this WIP thread: viewtopic.php?f=29&t=5773

Re: Alzoc 3 - Blizzard

Posted: Tue Mar 20, 2012 4:12 pm
by yuke5
Marth8880 wrote: EDIT:

Regarding Battlefront's ability to handle stuff like this, see this WIP thread: viewtopic.php?f=29&t=5773
That thread depresses me. That map had such promise. :(

Re: Alzoc 3 - Blizzard

Posted: Tue Mar 20, 2012 6:06 pm
by GAB
Marth8880 wrote:
GAB wrote:Also, AI was also able to hit you from behind the fog. In other words, they could see you, but you couldn't see them. (unfair huh?)
In case you haven't done this already, setting SetDenseEnvironment("false") to SetDenseEnvironment("true") in your mission scripts will fix this issue, or by using a visibility region.
I tried the SetDenseEnvironment("true") thing but they were still shooting from behind the fog. But I've never used visibility regions. Maybe that's something worth trying someday.

Now, time to finish placing the hintnodes... :runaway:

Re: Alzoc 3 - Blizzard

Posted: Wed Mar 21, 2012 12:57 am
by lucasfart
Your map is looking really great! i really hope it plays as well as it looks, because that would be just amazing. :)

I think this is what you're looking for: ;)
http://www.secretsociety.com/forum/down ... ility.html

In particular, try this:
Lua Vis Factor

You can set the overall view distance in the level lua:

SetAIViewMultiplier(0.45)
That means that over the entire level, AI can see 45% as far as normal.

Psychofred made a stack of awesome docs during the time they made the game, and they're really helpful for modding. You should check out his other ones as well. They're all really handy - there's even a one on hint nodes.....
http://www.secretsociety.com/forum/down ... 0Nodes.txt

Here's the home page with all his docs, if you're interested.

http://www.secretsociety.com/forum/downloads/BF2Docs/

Hopefully that helps! Can't wait for this to be released. :)

Re: Alzoc 3 - Blizzard

Posted: Wed Mar 21, 2012 5:44 pm
by GAB
Thanks lucasfart. I've been on secretsociety a couple of times, but perhaps not enough time to find such useful things. Thanks a lot. :D

Re: Alzoc 3 - Blizzard

Posted: Wed Mar 21, 2012 6:11 pm
by Marth8880
Yes, when in doubt, look around on psych0fred's site; there is a vast wealth of information to be acknowledged, as LucasToot said. :P Plus, it's also pretty fun to find out about things that one never knew about. :D

Re: Alzoc 3 - Blizzard

Posted: Sun Apr 01, 2012 6:04 pm
by GAB
Ok guys, here are some new pictures.

These are from the map's frozen lake/river. In the images it may look more like water than ice, but when you play the game and see the ice/reflection interaction it looks much more realistic. Even so, I'm still considering working on this a little more.

Now, the important part:
Hidden/Spoiler:
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Most of the things I planned to do are done. I just need to solve a couple of problems, work on some other stuff and make stuff that I've already worked on, better.

Re: Alzoc 3 - Blizzard

Posted: Sun Apr 01, 2012 6:17 pm
by Noobasaurus
That ice is amazing! :eek:

Re: Alzoc 3 - Blizzard

Posted: Sun Apr 01, 2012 6:39 pm
by The Nasal Abyss
Let me guess; You went into the water files and changed all of the bumpmaps that change between eachother all into the same one, so the water seems to be static.

Very, very clever. I'm looking very much forward to playing this map. It's visuals are great dude! Keep up the good work!!!

Re: Alzoc 3 - Blizzard

Posted: Sun Apr 01, 2012 9:23 pm
by THEWULFMAN
I also applaud the creativity, assuming you did the method TNA mentioned. :thumbs: Of course it'd be easier to just have an ice floor model and reflection regions. That's what I personally tend to favor.
Hidden/Spoiler:
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It's not as pretty looking, however it's a lot less resource intensive than the water method (been there done that). Also solid water isn't as reflective as liquid water, so I felt it fit better. I wish it reflected the sky though.
Hidden/Spoiler:
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Here's how the water method of ice worked. I wasn't happy with it, I could always play with it more I guess.
Hidden/Spoiler:
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Anyway, great job on the map so far!

Re: Alzoc 3 - Blizzard

Posted: Sun Apr 01, 2012 9:28 pm
by GAB
Let me guess; You went into the water files and changed all of the bumpmaps that change between eachother all into the same one, so the water seems to be static.
You got it. That's exactly how I did it.

Re: Alzoc 3 - Blizzard

Posted: Mon Apr 02, 2012 3:29 pm
by AirspeedRedux
Dat ice. 8)

This map is looking sweet, you are definitely making it worth the wait GAB!

Re: Alzoc 3 - Blizzard

Posted: Mon Apr 16, 2012 8:23 pm
by GAB
All right, here are some new pictures showing the edited vehicle textures, to fit the snowy enviroment.
Hidden/Spoiler:
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Personally, I think some of them ended up looking quite good, while others were just average. Sometimes I play around with these textures and come up with better looking skins, so what is shown here may not be the final result.

Now, let me know what you guys think that can be improved or changed.

Re: Alzoc 3 - Blizzard

Posted: Mon Apr 16, 2012 8:29 pm
by yuke5
I think they all look fantastic! :D However the one that impressed me the least was the one of the snail tank. I think more of the vehicle exterior can be peeking out. But that's just my two cents. Map looks bee-yoo-ti-ful though.

Re: Alzoc 3 - Blizzard

Posted: Mon Apr 16, 2012 8:48 pm
by Marth8880
Looking great! What I think would be cool is if you added light ODFs to some of the vehicles such as the AT-RT, though they might be a little bit difficult to attach to the right hard point so that the're directed at the ground or wherever...

Re: Alzoc 3 - Blizzard

Posted: Mon Apr 16, 2012 8:48 pm
by ARCTroopaNate
Looking great! Nice vehicle skins, can't wait to see more screens of this map!

Re: Alzoc 3 - Blizzard

Posted: Mon Apr 16, 2012 8:53 pm
by SpartanA259
Amazing skins maps looking really sweet!

Re: Alzoc 3 - Blizzard

Posted: Mon Apr 16, 2012 8:56 pm
by GAB
Marth8880 wrote:Looking great! What I think would be cool is if you added light ODFs to some of the vehicles such as the AT-RT, though they might be a little bit difficult to attach to the right hard point so that the're directed at the ground or wherever...
It sounds like a really cool idea. If I have some time I will try to do this.

Re: Alzoc 3 - Blizzard

Posted: Mon Apr 16, 2012 9:31 pm
by MawDrallin
Now those are some awesome-looking vehicles! I must say, I'm quite anxious for the mod's release.

And what Marth said about the search lights, I think that would be a great addition to the map.