Author Topic: [WIP] Meknassy  (Read 6952 times)

Offline Ts4EVER

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Re: [WIP] Meknassy
« Reply #30 on: 22-04-2009, 20:04:47 »
First of all thx for the time you took to give me this long feedback.

I'm still tweaking the lighting and will use Hyacinths settings as a guideline, but I don't want the same thing. I know nightmaps are basically just dark, but I hope I can achieve a different effect.

I don't know about making the fallback position uncap. Tbh I sort of screwed up and misjudged distances and the scale of the map in the editor. ATm it is a bit smaller than I had anticipated. Making the flag uncap would further reduce the fighting space.

About the spawn points: You're right, especially the one at the trainstation isn't very well placed, I will change that.

I'm planning on going through all objects I placed so far before generating the lightmap, checking them for floating/bad placement.

Offline spaetzle

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Re: [WIP] Meknassy
« Reply #31 on: 22-04-2009, 22:04:09 »
nice work so far! :)
Small suggestion: Instead of making a night map you could create a dawnlike setting for your map. Players will like this much more than any nightmap. See here:
The terrain is still quite dark due to the lack of direct sunlight, but - compared to a night map - you see what´s happening on the battlefield ;)
For example use the sky cleansweep sunset2 and make some colour- and contrast adjustments in ps or a similar graphics program and viola, you have your custom sky. Here an example I did within one minute (I also removed the sun):
http://i201.photobucket.com/albums/aa214/spaetzle1/sky_dawn.jpg?t=1240432390

Offline Ts4EVER

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Re: [WIP] Meknassy
« Reply #32 on: 28-04-2009, 17:04:46 »
I sort of like night maps...

Does anybody know how to spawn pickup kits? Somehow they are shown in the editor but don't show up ingame.

azreal

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Re: [WIP] Meknassy
« Reply #33 on: 29-04-2009, 03:04:50 »
I sort of like night maps...

Does anybody know how to spawn pickup kits? Somehow they are shown in the editor but don't show up ingame.

Hmmm...how are you placing them? That...and make sure your GPO.con is updating between your editor folder and your gamemodes/cq_64 folder.

Offline Ts4EVER

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Re: [WIP] Meknassy
« Reply #34 on: 29-04-2009, 21:04:22 »

Hmmm...how are you placing them?

I created an object Spawner and selected the DE_GB_Sniperkit_something out of the list.

Offline kettcar

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Re: [WIP] Meknassy
« Reply #35 on: 29-04-2009, 23:04:50 »
hi spaetzle,

great signature  ;D

azreal

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Re: [WIP] Meknassy
« Reply #36 on: 30-04-2009, 02:04:26 »

Hmmm...how are you placing them?

I created an object Spawner and selected the DE_GB_Sniperkit_something out of the list.

Hmmm, goto gamemods>cq_64>GPO.con and see if your pickup kits are listed there as well.

Offline Ts4EVER

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Re: [WIP] Meknassy
« Reply #37 on: 30-04-2009, 23:04:13 »
Nevermind, deleting the Object Spawner and placing a new one somehow solved the problem...

New Problem: The first person models are still illuminated by some obscure light source. How do i fix that?

azreal

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Re: [WIP] Meknassy
« Reply #38 on: 01-05-2009, 00:05:07 »
goto camera>soldier. Then goto the tweaker bar>lightsettings. One of the first few should allow you to change how light reflects on 1p models.

Offline Ts4EVER

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Re: [WIP] Meknassy
« Reply #39 on: 01-05-2009, 00:05:47 »
Those settings only affect the player model, the weapon still seems to be strangely illuminated.

azreal

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Re: [WIP] Meknassy
« Reply #40 on: 01-05-2009, 02:05:01 »
You need to edit "SunColor" "SunSpecColor" and "SkyColor" to affect the 1p model.

Offline Ts4EVER

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Re: [WIP] Meknassy
« Reply #41 on: 01-05-2009, 02:05:19 »
Changing those only affects the player model, the weapon is still wrong:


azreal

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Re: [WIP] Meknassy
« Reply #42 on: 01-05-2009, 03:05:29 »
Hmmmm...Have you tried your map ingame as well? Or actually you know what it might be. Try rendering your hemimap and see if that has any effect.

Offline Ts4EVER

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Re: [WIP] Meknassy
« Reply #43 on: 01-05-2009, 03:05:04 »
Hemimap is the lightmap, right?

azreal

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Re: [WIP] Meknassy
« Reply #44 on: 01-05-2009, 03:05:54 »
No no, a hemimap is an image that dictates how light is reflected off the ground of your map onto the bottoms of vehicles and such. You can edit this image in PS to make it darker or lighter. I'm not sure if this effects handweapons too, but its the only thing I can come up with right now. Its how Ferning created the orange glow on the bottom of the M10.
http://forgottenhope.warumdarum.de/screenshotsfh2/081105M104.jpg

Check this thread for a better explination:
http://bfeditor.org/forums/index.php?showtopic=11740&hl=hemi