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The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
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  6. Use of symbolism and regalia recalling Stalinism.
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So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.

A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.

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[MAP-WIP] Novoya Forest

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  • #31
    I agree with Moe on the desaturation front. Maybe a variation ground texture or two would look nice too.

    Probably not a good idea to have 2 directional lights, might get pretty pricey. As for the shadow darkness here's a good tut using world properties to lighten them up.
    Custom Map - [URL=""]Bridges of Druzhina[/URL]


    • #32
      Took a break from working on Novoya to see whether or not Tripwire would turn their game around, and it looks like they actually might so here I am again.

      Nothing interesting to post screens of (just expanded the trenches more), so I just have a question to either a TWI mapper or other experienced mapper:

      1.) Which static mesh are these wooden steps? (sorry for the dark picture)

      2.) What is the best way to go about creating these kinds of terrain features, if I don't want the walls to be in-line with the terrain grid?


      • #33
        1.) Which static mesh are these wooden steps? (sorry for the dark picture)
        To find the static mesh in the editor right click on it and pick "find in contentbrowser" You will brought immidiatly to the static mesh in the content browser.


        • #34
          Unfortunately, I can't actually look at Mamayev because the SDK crashes when I try to open it. The best I can do is observe it in the beta.


          • #35
            What exactly do you guys mean here ?


            • #36
              Might be multiple terrains.


              • #37
                Originally posted by Catalavos View Post
                I've been wondering about this as well. I tried using the "angle" setting with the "flatten" tool but if I remember correctly the max. angle you can set is 45 deg.
                You have to make a "skirt" mesh to be used with the wall.
                #1 Bonzai charger


                • #38
                  Originally posted by Xendance View Post
                  You have to make a "skirt" mesh to be used with the wall.
                  He is correct. The terrain patches just in front of the wall have been deVis'd and a "cap" was put over the gap in the terrain.


                  • #39
                    Trenches is looking very intreasting! Keep up the good work!
                    [QUOTE=Fedorov;956796]Genuine fun > grind.[/QUOTE]


                    • #40
                      Ah, I feared that that would be the case. I don't have any modelling experience, so I think I might use create multiple terrains and sculpt them to my liking and have them overlap/intersect the main terrain. Would it cause any problems for gameplay or performance if I did this? The characters would move smoothly over from one terrain to the other, right?

                      Also, for any that might be interested: I deleted all of the trenchwork I did. I felt that having a giant continuous network of deep trenches favoured the SMGs too much, and would leave little incentive for players to use the trees as cover. It also felt like the map resembled Mamayev greatly, as I had made a number of underground portions to the trenches.

                      Instead, I have decided that to make a large number of very small, shallow trenches, distributed haphazardly over the map. I hope that this will encourage a "Fallen Fighters" kind of gameplay, where everyone stays down for long periods of time and only rise up to fire. I've already gotten a fair amount of work done on these new trenches, but I'll post a pic later when I feel there is something important enough to share here.
                      Last edited by Nightingale; 05-04-2012, 08:57 PM.


                      • #41
                        I would strongly urge you not to use multiple terrains. The lighting system in RO2 is really heavy weight in regards to actual byte wise payload (++many megabytes per terrain). The fill rate for terrain is really high as-is since it occupies so much screen space. Multiple terrains will have a negative impact on the render thread multiplied times two. In a pinch, use BSP like we did. Requires very little modeling experience and it'll get you over the hill. The level designer that put that map together used an alternative material in that section that is shown earlier in the thread to pull off the blending. I salute his "sticktoitiveness" to successfully pull off the illusion.


                        • #42
                          Oh, I see. Thank you.

                          In that case, would you also recommend that I delete the facade ring I made, and just extend the main terrain in all directions to replace it? (refer to picture)

                          And here are some boring pics of not really much going on, if anyone wants to see. I have removed the skydome because it kept getting in the way of doing things.

                          Like Harley suggested, I'm trying to find a suitable terrain variation texture to put on this map, but none of the default assets seem to satisfy me. I'm likely to go into Photoshop and make a dirty-speckle overlay texture to use over the snow I already have.

                          I'm also trying to get some green back into the trees, to make it look as if it has been a few days since it last snowed, and there is only residual snow left on the tree pines. However, I am having a bit of trouble trying to accomplish this in the material editor. This is the best I got so far:

                          I want them to look like the trees in this video: FROSTBITE: Red Orchestra Skirmish - YouTube. Could anyone offer some advice on how to do this?


                          • #43
                            The cheapest and quickest way to do it would be in photoshop. Try adding some white (on a layer) to the tips of the branches first, test it in game and add more until it looks believable. It all hinges on how good your branch texture is to begin with though.
                            Custom Map - [URL=""]Bridges of Druzhina[/URL]


                            • #44
                              I'm pretty sure there's some good photoshop tut out there on how to make good looking snow overlays or something.


                              • #45
                                D'oh, I just remembered that you can export textures. Thanks guys.

                                EDIT: No, wait. Looks like I'm wrong. I'll go ask Wolvy if he can give me the source texture.

                                EDIT2: Goddamnit I am blind. Finally found the export button.
                                Last edited by Nightingale; 05-09-2012, 02:27 AM.