Desert Conflict Mod Update - Doorstop's Journal

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • {RR}SinisterCaesarSalad
    Member
    • Apr 2007
    • 292

    #61
    Re: Desert Conflict Mod Update - Doorstop's Journal

    Originally posted by Doorstop
    no idea.. I cant see what he said.. LOL
    I'm about ready to hit the ignore button on this entire website. LOL

    Comment

    • imported_Calaros

      #62
      Re: Desert Conflict Mod Update - Doorstop's Journal

      It's truly saddening, this. As soon as an update arrives that is more than just high-res pictures, people take it the wrong way and an argument that's borderline flame-war breaks out. It speaks volume for the mental maturity of a lot of people here :-/

      Comment

      • |D|-Jaws

        #63
        Re: Desert Conflict Mod Update - Doorstop's Journal

        Hi.

        I have a couple of questions for the mod devs.

        Are you using the original heightmaps?

        I see you mention lighting problems? Lighting on statics? Have you generated final lightmaps on anything? How do those look?

        I don't have much free time but if you needed another set of eyes to look things over, I'd be willing to help....no strings attached as I'm extremely busy making my own maps all the time lol.

        If you need to see my work...let me know. I would like to see DCON be a success....and personally, I'd like to see it have a certain...surreal look.

        Comment

        • Doorstop[DCON]

          #64
          Re: Desert Conflict Mod Update - Doorstop's Journal

          original heightmaps? No thats not allowed. Lighting issues were resolved.. that was posted in my journal entry. Its not a mappers issue was a model issue.

          Comment

          • |D|-Jaws

            #65
            Re: Desert Conflict Mod Update - Doorstop's Journal

            Originally posted by Doorstop
            original heightmaps? No thats not allowed. Lighting issues were resolved.. that was posted in my journal entry. Its not a mappers issue was a model issue.
            Not allowed for EA/DICE produced maps...I know that. But if you used the original heightmaps as a guide I was wondering what scaling method you used as the original heightmaps do not fit the BF2 engine....they are too small...and things get cramped.

            Also, FYI, the link to your blog entry does not go to your blog entry...it's goes to shownomercy's.

            Comment

            • 11FG_Clooney

              #66
              Re: Desert Conflict Mod Update - Doorstop's Journal

              I handle all of the heightmaps.

              Original heightmaps are used as a guide.

              As for the scale, you are right, they are not fit for the BF2 engine which is one of the reasons we dont port any of them.

              After I have my heightmaps where I want them, I run them through a program called World Machine which adds erosion, canyons, valleys or whatever else I feel is appropriate for the map. Then the heightmaps go to Terragen for colormaps

              I then resize the heightmap and make changes where necessary and put them into the editor for further editing to fit statics and such.

              Hope this answers your question Jaws.

              Comment

              • jimbob

                #67
                Re: Desert Conflict Mod Update - Doorstop's Journal

                Originally posted by {RR}SinisterCaesarSalad
                I'm about ready to hit the ignore button on this entire website. LOL
                QFT. If the trolls could channel one iota of the determination they display in trying to bash mod teams into something constructive or perhaps useful to the community then perhaps we would have more mods released today - Much easier to point out problems than try to help solve them - huh?




                To the noobs strolling on in to spew negativity - **** off. seriously

                Comment

                • =tGA=Harry
                  Member
                  • May 2006
                  • 96

                  #68
                  Re: Desert Conflict Mod Update - Doorstop's Journal

                  Originally posted by Tiny
                  Well I can understand if you have switched on your little so called "ignore switch"... just read what I said...it would look better if you do as I wrote earlier.
                  "Tiny, vi ignorerar dej inte! Vi tar åt oss all kritik."

                  It's just that if you look at pictures of suburbs or villages from the middle east it is just a mish-mash of building with different heights. Its not at all planned it seems. So I dont think it looks stupid in LV either. In fact it looks very realistic...

                  Ask your avatar Borat from kazakstan, he would know!

                  Comment

                  • |D|-Jaws

                    #69
                    Re: Desert Conflict Mod Update - Doorstop's Journal

                    Originally posted by 11FG_Clooney
                    I handle all of the heightmaps.

                    Original heightmaps are used as a guide.

                    As for the scale, you are right, they are not fit for the BF2 engine which is one of the reasons we dont port any of them.

                    After I have my heightmaps where I want them, I run them through a program called World Machine which adds erosion, canyons, valleys or whatever else I feel is appropriate for the map. Then the heightmaps go to Terragen for colormaps

                    I then resize the heightmap and make changes where necessary and put them into the editor for further editing to fit statics and such.

                    Hope this answers your question Jaws.

                    Cool. I haven't had the need for Terragen or World Machine yet. I've been getting good results with L3DT and then sculpting and painting by hand.

                    Comment

                    Working...