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Messages - Fenring

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31
Modding / Re: FH2 Modding Q&A
« on: 19-04-2010, 17:04:19 »
I didnt know that  ::) Just keep in mind that a normandy map probably wont be included in a fh2 release since we have more than enough now. Otherwise nattys advice is great.

32
Modding / Re: FH2 Modding Q&A
« on: 19-04-2010, 14:04:44 »
512 and 256 size maps loads and saves faster so they are much better to learn mapping, or you could do like i did, start with 1024 and restart editor 1 million times and tear off all hair on your head.  :-X

33
Suggestions / Re: Forgotten Hope 2, my list of suggestions
« on: 16-04-2010, 16:04:32 »
People ,especialy those from the beta team, all suggestions and opinions are just as good. This guy put a lot of effort into making these, I will delete all non-constructive and spam/flame posts from now on.

34
Modding / Re: FH2 Modding Q&A
« on: 14-04-2010, 14:04:09 »
Use normalscale 0 instead of 1, you can have values between like 0.3 as well if you want not totaly vertical trees.

35
Yes good suggestion, we are discussing this in dev forum at the moment.

36
General Discussion / Re: Rad's Tribute
« on: 10-04-2010, 22:04:59 »
 :'( :'( :'(

37
Suggestions / Re: View distance
« on: 31-03-2010, 17:03:33 »
The BF2 engine was built to handle viewdistances from 150-600m, totalize is not the fastest running map in the mod and we had to work really hard to get that viewdistance to work in a normandy enviroment. For example there are no villages or towns on that map (600m, same as gazala and el alamein). We would of course love to have 3000m viewdistance like in BC2, but that game has been optimized a lot compared to bf2 also supports quad cores etc. With longer viewdistances there is also problems with lowdetail mip mapping and tiling in bf2.

But for the future we will most likely focus more on maps that have the longer viewdistance 400-600m, than 150-300m which is the most common in normandy maps.

38
General Discussion / Re: Where'd everybody go?
« on: 31-03-2010, 17:03:35 »
FH2 infatry moves to slow to allow really big maps to work good (the exception is more or less pure tank maps), also there are much more tanks than in PR which also spawns faster which will tear down APCs. I think making maps bigger would just frustrate even more people, remember for our africa release we got pretty much flammed for having "to big maps". The focus will be on creating more balanced maps that are more unpredictable. Work much more on the low end end level design, paths/roads, tactical options and cover.

39
General Discussion / Re: Stories behind FH2 developpement?
« on: 31-03-2010, 16:03:24 »
Unfortunately I cannot reveal, you will see this map, altough in a totally different shape in the future.

40
General Discussion / Re: Stories behind FH2 developpement?
« on: 31-03-2010, 16:03:24 »
Some various pics from my development diary:

Operation Luttich very early version with a river:



Panther wreck fail



Seth Soldier not so happy with slspawn


Building terrain for mount olympus in photoshop and geocontrol:


The gigantic bazooka:


Wtf


Draft for normandy beach map that never made it:




41
Modding / Re: FH2 Modding Q&A
« on: 28-10-2009, 22:10:23 »
The Hammer editor is all about optimization, draw distances, and visleafs, something I have always been curious about with regards to BF/FH type maps.  With 64P servers and so much potentially going on at once, what are the key factors relating to map making to keep client framerates at decent levels?

A normal bf2 level has a drawdistance between 130-600, City / village dense forest maps 130-300, open maps with smaller number of objects 300-600, you can debug your level and measure drawcalls and track performance drops with the debugger (bf2_r.exe) , type renderer.drawfps 1 and renderer.drawgraphs 1 and it will display bottlenecks.

I am somewhat new around here (although played a lot of FH1) so any help and advice would be most appreciated.  I am going to go and start reading tutorials found in these forums, and hope I can use some of what I have learned with other editors to help speed up the learning process.

Thank you in advance.

Good luck!

42
You can also try go to the taskmanager and assign bf2.exe process to just 1 processor/core maybe that can help.

43
Try running the editor in win98/me compability mode and apply the splines, remember dto switch back to win xp compability mode when youre gonna map for real.

44
Unfortunately this is a fault with the bf2 engine, since it doesnt utilize dual and quad cores you must have as fast core/cpu speed as possible. On vanilla bf2 i get 35-50fps on stock vanilla maps 64 players with my Quad9950 2.6ghz and gts 250. Then you must remember that FH2 uses much more high poly models and more texture sheets, higher res texture sheets so the fps will be always be 5-15 fps lower than vanilla bf2. We will try to do some performance tweaks for textures for our next theatre.

45
Operation Lüttich / Re: Operation Lüttich 64
« on: 08-09-2009, 20:09:49 »
The python/kit limiting is currently broken will be fixed in server patch.

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