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If you feel the need to have Romanian soldiers in a map set in Romania, you have our number
I am guessing this map is going to be one of those that gets the rest of us mappers asking, "How the hell did he do that in 2.5?"
On the subject of answering tricky questions - d'you fancy setting up an 'Ask DGUnreal' thread?
Just in case you don't - here's a terrain related question...
I came up with the idea of having two terrain layers with nearly identical textures (512x512) on and using the noise brush to randomly vary between the two to prevent the appearance of tiling. I did this rather than use one layer with a 1024x1024 texture. Did I make the map more or less efficient to run? The more I think about it, the more I think I probably did the map no favours in terms of resource load.
This is cos I am using 2 layers to do the job of one. On the other hand I can put down huge expanses of hi-res terrain with no discernable tiling.
Do not use 1024 for terrain height maps Nestor. Not only because if you only use half you waist a lot of memory space, but because we tested using 1024, and you will run into stuttering problems very very soon, even with almost nothing else on the map yet.
And, welcome DG
If you feel the need to have Romanian soldiers in a map set in Romania, you have our number
I am guessing this map is going to be one of those that gets the rest of us mappers asking, "How the hell did he do that in 2.5?"
On the subject of answering tricky questions - d'you fancy setting up an 'Ask DGUnreal' thread?
Just in case you don't - here's a terrain related question...
I came up with the idea of having two terrain layers with nearly identical textures (512x512) on and using the noise brush to randomly vary between the two to prevent the appearance of tiling. I did this rather than use one layer with a 1024x1024 texture. Did I make the map more or less efficient to run? The more I think about it, the more I think I probably did the map no favours in terms of resource load.
This is cos I am using 2 layers to do the job of one. On the other hand I can put down huge expanses of hi-res terrain with no discernable tiling.
... we tested using 1024, and you will run into stuttering problems very very soon, even with almost nothing else on the map yet.
And, welcome DG
Seriously this looks amazing, next-generation graphics eat your heart out TERRAIN PWNZ all!
lol and you should be scared about having to change it later it was a major pain...
And I'd like to see rough/mountainous terrain done really well - nice fighting through there in 1944...
DG, I haven't had much time lately to post on the boards, but I just wanted to take the opportunity to welcome you to the RO community. From what I've read so far from your posts, I'm completely blown away by all the things you're able to do with this engine.
I think you mentioned it in passing already - is it possible to render a terrain in UE2.5 based on real-world cartographic information using the current SDK?, i.e. distance, altitude, etc. For example, some active mappers here have imported screenshots of Google satellite images onto their terrains in order to keep their levels scaled realistically on the horizontal plane. I'm wondering if the same could be done topographically (up/down)?
if you can convert contour into grey scale, by layering on progessively edarker contours as you work downwards then blur the result you can make a heightmap off a scan of a normal paper map.
Wow DG. The screenies are beautiful. Great to see an Unreal veteran in the RO community.
I was wondering if your custom heightmap software was an add-on to the SDK or a separate/external program? It sounds very flexible. It sounds like you are doing more improvements on it too and was going to ask if it is compatible with UE3? Also welcome to the community!!!
The Battle for Dukla Pass is one of the well-known battles of Sep-Nov 1944 in the Carpathians.
Yeah, I agree.What would be great is if TWI updated their engine version to support a Water Pixel Shader and Normal Maps. These two things alone would make a tremendous difference to the visual quality of the maps. IG did this with the Vengeance Engine (UE2.5) and it was great. A terrain Macro texture would be a bonus.
But I don't know what their future plans are and for how long RO support will be.
I really like the water pixel shaders in ...
Maybe it could be mimicked somehow?
Normal mapping would be great aswell, but it would probably require all the models to be changed to improve performance and quality.