Only the default (TGN Light) theme for now. Dark them is also coming back soon. Then CSN. Then Wrestlin' Nation. A lot of WIP stuff right now. There are a couple of things still not working either. Sorry.
I used tPaint to texture and color my main area and surrounding areas. Texture in surrounding area doesn't match the main area, but at least it's visible. You guys have any idea why the main area texture is not visible, unless you're really close to it.
1. low detail textures
2. lightmaps
3. Surrounding terrain and normal terrain will never match. combat area is not supposed to be so close to surrounding terrain. your buildings are too close. make your combat area a lot smaller, so when someone goes outside of the combat area (AWOL) they never reach to surrounding terrain therefore they don't see the color different. surrounding terrain was meant to cover the green parts of your terrain, therefore it doesn't have good quality textures or lightmaps.
I did low detail textures. Have not generated any light maps yet. I guess I'll do the immediate area near the combat area by hand, instead of tPaint. Problem is that the combat area texture and colors suck, as opposed to the surrounding area? I have too much time in this map to change it at this point. If it dosn't work, then my first attempt at a map is what it is. Why in the hell would the surrounding area and the combat area textures and colors not match? That's just inconcievable.
I did low detail textures. Have not generated any light maps yet. I guess I'll do the immediate area near the combat area by hand, instead of tPaint. Problem is that the combat area texture and colors suck, as opposed to the surrounding area? I have too much time in this map to change it at this point. If it dosn't work, then my first attempt at a map is what it is. Why in the hell would the surrounding area and the combat area textures and colors not match? That's just inconcievable.
here is why. Let's say X is your map
Y Y Y
Y X Y
Y Y Y
And Y is each surrounding terrain. So if they had the same quality and same lightmaps, your map size would have to be 8 times more than currently what it is. That's why. Think logically. If your map is X, you have to make your map so that only %40 of the X is your actual map, the rest of it, %60, is out of combat area. That's how the original BF2 maps are designed. look at gulf of oman. The playable area is a lot smaller than the area represented with red strips. AND after that red area, there is a surrounding terrain but you never even get to see it closely, so thats why it doesn't need to have very detailed.
if this is your first map, well let me tell you this, don't expect it to be nice looking. It usually takes 3-4 attempts to make a nice looking, bug-free map.
When you decide making a map, you need to get a pencil and paper, draw your terrain, your surrounding terrain, then inside of your terrain, draw your combat area and inside of it, draw the actual bases, objects, buildings, etc. thats the blueprint. you can't just open the editor and then create a terrain then start filling your terrain with buildings and objects, if you do that's what happens.
Also, your surrounding terrain doesn't get to be in the minimap. So, you can not fill in your terrain completely then make the combat area cover the entire terrain thinking that surrounding terrain will be in the minimap. The only reason why surrounding terrain is even in there is because when you look at the horizon in your map, you don't see the blank space, it looks real. And if, by chance, someone in a jet, tries to go out of bounds, he doesn't see any green, unrealistic stuff. Other than that, surrounding terrain is nothing but just a thin colored plate.
You will also notice, you can not put any objects in surrounding terrain, if ,in the game, you go to the surrounding terrain by a plane or chopper or on foot and shoot on the ground you will not see any effects either.
All that makes sense. I guess it would have been a good thing for EA to tell people that in the user tutorial before someone spends alot of time on a map only to find out that only 40% of the combat area should be playable. :hmm:
That still doesn't explain why my combat area texture is all washed out and the surrounding area texture is sharp? I wanted to wait til the end of the map before doing lightmaps. Can it be done more than once?
All that makes sense. I guess it would have been a good thing for EA to tell people that in the user tutorial before someone spends alot of time on a map only to find out that only 40% of the combat area should be playable. :hmm:
That still doesn't explain why my combat area texture is all washed out and the surrounding area texture is sharp? I wanted to wait til the end of the map before doing lightmaps. Can it be done more than once?
it can be done more than once of course but it would be time consuming. Usually since there are many objects and other things on it, regular terrain will show less detail and will look bad in the editor. This is to ensure that your computer doesn't spend so much RAM for the editor. If you properly generate your low detail textures and lightmaps, when you get in the game, you will see its a lot better.
Ok...I'll give it a try and see what happens. Also, I think I need to set my low detail to 2 instead of 1 for the vertical rock and see if that helps. I am also going to adjust the terrain in the main area some to make the surrounding area inaccessible. It may not make a great looking mini map, but I don't want to move what I already have....in the beta stage anyway.
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