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#81
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nice job on the map
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#82
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Wow, the map looks amazing! Really love the atmosphere. That said, I think those trucks on the bridge exploding on impact are very silly. Maybe it would be better to keep them as static meshes, but leaving enough room open for the tank to pass. It just looks bad to have them blow up whenever a tank touches them and leaving no wreckage behind.
I really like the amount of destructible objects in the map, but I think you should tone down their destruction a bit. I mean, make them destructible only by satchels, with grenades being useless against them. I'd love if the defenders had a lot of destructible objects blocking the way to their defences, like tank traps and barbed wires. Engineers are not given proper importance in most maps. Anyway, the map looks incredible. You must be very talented, great work!
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Last edited by Nezzer; 03-29-2013 at 06:10 PM. |
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#83
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I kinda thought the exploding ammo trucks was pretty neat - a nice effect.
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#84
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Really looking forward to this one PsychoPigeon
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#85
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Exploding trucks cover for the fact they magically disappear but I will get rid of all but one and replace them with wooden boxes that splinter instead. Not shown in the video are tank traps that the engineers need to clear so that's why the vehicles aren't just destroy by satchel as the engineer already has work to do.
And thanks for the kind words I hope the map plays out ok and doesn't lag
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![]() Message me if you want a large collection of ww2 sound effects for map making. Last edited by PsychoPigeon; 03-29-2013 at 09:21 PM. |
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#86
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Much better with out that horrible yellow fog.
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#87
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Would anyone know why my map size doubles after switching from a dominant directional light moveable to just a dominant directional light?
*edit I lowered the lightres on all items and it's now 561mb so still not ideal but I don't know what else I can do to lower the size.
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![]() Message me if you want a large collection of ww2 sound effects for map making. Last edited by PsychoPigeon; 04-01-2013 at 11:05 AM. |
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#88
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Ok I think it's done but there's one little problem that I can't solve. I imported custom images and project them using a decal, but they are completely shadowed. It doesn't matter if I put a light right next to it, it won't light up. I can fire next to it and the muzzle flash will display the image. So there is a setting somewhere that I need to find. Is it something in the material editor or the decal itself?
I have tried it without anything selected in this box and same problem persists.
Spoiler!
I optimized the map best I can think of, lowered the light res on everything including buildings, removed shadows on some objects. Got it down from 500mb cooked to 269mb. I can't think of anything else to remove.
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![]() Message me if you want a large collection of ww2 sound effects for map making. |
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#89
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try to use a BSP sheet instead of a decal .
and how big is your terrain , how many patches have it ?
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DH 5.0 standard maps DH-Hill400--DH-Kommerscheidt--DH-Simonskall RO2 Custom Maps TE-Butovo--TE-Univermag--TE-Gumrakstation--TE-Koitos1943--TE-Kaukasus--TE-Odessa |
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#90
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Quote:
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#91
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Wow... just wow. This map realy looks amazing, it reminds me of those old huge ro 1 maps(wich is a realy good thing)
Realy looking forward to play this bad boy! |
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#92
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I can't get the minimap to fit properly. It seems like my map is too long for the correct camera angle. Is it supposed to correct itself once in game?
I place down a mapboundary volume Zoom out till the ends of boundaries Take screenshot Test in editor and map is about 50 feet incorrect. I've tried different angles and zoom but the image looks really stretched and nowhere near good quality.
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![]() Message me if you want a large collection of ww2 sound effects for map making. |
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#93
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Quote:
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