Author Topic: Classic Omaha Beach Charlie Sector [FH1 Port]  (Read 9932 times)

Offline [KamiKaze] Destroyer

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Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« Reply #60 on: 07-10-2012, 06:10:56 »
I tried to make colours more neutral, aswell i would like to show some features that are currently:


Improvised half-destroyed safe passage.


Water more dark? :/


Beach colour ok?


Cliffs are looking good?


This is alternative passage, that doesint require bangalors. You need to crawl however, and it leaves you valurnable to enemy fire.


Two sandbag defensive positions infront of bunkers for Germans, the above position is just by this one, including shotgun and mortal. Mortal has only one life, idea is that Germans if fast enough might possibly have ablitity to shot at boats, which would be very intensive experience for Allies.

Well, those are ideas, feel free to say your point on them as its a port! =)

Offline Turkish007

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Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« Reply #61 on: 07-10-2012, 09:10:25 »
Beach and soil colour looks great!  :)

Offline jan_kurator

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Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« Reply #62 on: 07-10-2012, 10:10:36 »
everything should be more grey, sky is too dark, water and ground are too bright. Get rid of contrast on this map to give it feeling of foggy morning.

Offline [KamiKaze] Destroyer

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Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« Reply #63 on: 07-10-2012, 15:10:42 »
Hmm... Indeed about more "grey" =)

TODO list:
- Make terrain more "Grey"
- Make water more darker little less transparent

Offline [KamiKaze] Destroyer

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Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« Reply #64 on: 11-10-2012, 00:10:23 »
Download Omaha Beach Charlie Sector FH2 50% completed here
=================================
Changelog
Fixed - Barbedwire health and bangalor damage have been increased drastically
Fixed - Added bunker complex at last flag, now whole map is filled with objects
Fixed - Added extra sand at specific spots, to give more options to pass barbewire.
Fixed - Added Transportation vechicles to Axis last flag
Fixed - Added new control points
Fixed - Added Forrest area before last two flags
Fixed - Added Jumbo+Sherman & Two spawnable APCs when Allies take 5 flags (Hmm... This should be 4 flags, TODO)
Fixed - Added explosion effects to backround (on beach sides out of combat zone)
Fixed - Added Coastal Gun (Thanks to WaW for model port) (152mm, 17 shells, 14 sec reload.)
Fixed - Added Icon to bangalore
Fixed - Reworked blood, looks pixlated... Need find diffrent way then using color maps.
Fixed - Reworked terrain colours again... Still need more work i think
Fixed - Reworked many spawnable objects positions
Fixed - Reworked bunker mgs, now easier to destroy
Fixed - Loads of other stuff, i dont remember :D
TODO:
- Rework Blood
- Change allied tank arrival from 5 flag to 4 flag
- Need to add decorations at all kinds of places, especially on the plains
- This damn water transparency! Any tips on how to do it or what map to use as exemple??

Offline Rabbit032

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Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« Reply #65 on: 11-10-2012, 02:10:03 »
Water becomes transparent when the water level and ground hight at close to the same. If your water level is only a meter or two above the ground it will become transparent.
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Offline Rabbit032

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Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« Reply #66 on: 11-10-2012, 15:10:04 »
Downloaded, I'll walk through what I found.

Got to the beach, all the statics have the same rotation, rotate the around so it doesn't feel as mechanical.



Sandbags are clipping through the wall.


You have a lot of terrain clipping through objects throughout your whole level.


It way to barren out there, Hadley any cover or concealment, and logs, sandbags, hedgehogs, smoke in craters, dust effect, anything.


Ammo crate bundle clipping at German camp.


I know there are 2 other types of wall in this group, use them so it doesn't look so repeated, also add angles. Your house is on a slope, so build the walls around that slope, not through the slope.



The house also has literally one object in it, I'm not sure if that was they only one you were going to put in there or if you are going back to it later.

Go into your overgrowth, in your "tree1" material the subgroups ie (tree1,dead1,dead2,dead3, etc.) have individual values, set the "normal scale" from "1" to "0" this puts your trees all facing up as trees like to grow.


Set your "detail texture" for your rock to "2" instead of "1" and reload them.

Terrain clipping is also horrible at the bunkers, and needs some smoothing work.

Ambient sounds, with exception to the explosions, I didn't hear a thing, you need to add some.

At quick glance that's all I could really see, I know its a remake but you shouldn't feel like you cant improve on the original.

-032
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Offline [KamiKaze] Destroyer

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Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« Reply #67 on: 11-10-2012, 16:10:29 »
Thanks a lot, this will speed up things, btw, what do you think can be improved on the beach colours? :/ I think i lost the perspective...

added to TODO list:

Allready existing:
- Rework Blood
- Change allied tank arrival from 5 flag to 4 flag
- Need to add decorations at all kinds of places, especially on the plains
- This damn water transparency! Any tips on how to do it or what map to use as exemple?? (Try making terrain under water darker)

New additions:
- Randomize rotation on static objects on beach rotation
- Sandbags go through walls at bunkers
- Terrain going through walls, make a general check
- German camp tents, stuff sticking out of them
- Rework the "house" from 0
- Set overgrowth scale to 0

Other:
About the rock lowdetail thingy, i have two rocks, one is for close range, second is only for lowdetail map, i dont know, i think it looks good that way, i can choose where i want that lowdetail texture appear on the rock then, maybe i should make it more visible through?  ::)
« Last Edit: 11-10-2012, 16:10:51 by [KamiKaze] Destroyer »

Offline Rabbit032

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Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« Reply #68 on: 11-10-2012, 16:10:11 »
For Low detail type, 0 is made for sand/snow, 1 is for solid firm ground, and 2 is meant for a rock face, I think it looks nicer with Low detail type set at 2 for rock surfaces.
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Offline Turkish007

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Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« Reply #69 on: 11-10-2012, 17:10:05 »
Hello!

 Nice update!  :D I've found bugs and have some suggestions tho:

-Almost every flag inside bunkers glitch through the concrete walls  :P

- The hanomag's should are in Africa camouflage, make them grey like the other vehicles you added, so it'll be better.

- Remove the kubelwagen. We dont want jeep shenanigans everywhere (the shell holes might lower the mobility of it, but nah)

- Place the tanktraps and Belgium doors on the beach without an order and on  a wider area.

I'd also like to ask;

Did WaW give you that radio tower model? ( if so, I might request the model a month later or so, I'm starting to learn mapping!  :D )


Anyways, great news, I like where this is going!  :)

Offline [KamiKaze] Destroyer

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Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« Reply #70 on: 11-10-2012, 17:10:15 »
Did WaW give you that radio tower model? ( if so, I might request the model a month later or so, I'm starting to learn mapping!  :D )
Hi there =)

Your question: I think its a model existing in FH2 allready =)

TODO list growing:

Allready existing:
- Rework Blood
- Change allied tank arrival from 5 flag to 4 flag
Postponed - Need to add decorations at all kinds of places, especially on the plains
- This damn water transparency! Any tips on how to do it or what map to use as exemple?? (Try making terrain under water darker)
- Randomize rotation on static objects on beach rotation
- Sandbags go through walls at bunkers
- Terrain going through walls, make a general check
- German camp tents, stuff sticking out of them
- Rework the "house" from 0
- Set overgrowth scale to 0

Additions:
- Look for other skin for hanomags (european cammo or simillar)
- Hanging flags need correction in their position
- Remove axis car
Postponed - Add some extra anti-tank statics on the beach

"Postponed" i add to things at the list which are secondary in order (Better to do some other things first as those might be dependand on the first ones)



For Low detail type, 0 is made for sand/snow, 1 is for solid firm ground, and 2 is meant for a rock face, I think it looks nicer with Low detail type set at 2 for rock surfaces.

Thanks for explaining that, gonna try to experiment a bit with low-detail types see if i can make the ground look less "one coloured" =)

Offline chad509

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Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« Reply #71 on: 11-10-2012, 20:10:03 »
Holy shizzz!! This looks awesome, cant wait to give it a go.  ;D

Offline [KamiKaze] Destroyer

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Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« Reply #72 on: 18-10-2012, 17:10:50 »
Some information on progress (Update is not ready for testing yet), got some flying objects all over the place at the moment :) eitherway i have been working on some destructables, attempt to lift the feeling of progress & achivment aswell as give feeling of war and its destruction =) Overally the hitpoints of each objects will take time to get right.


Sandbags + woodwork, after destruction there is still cover, just that it is smaller.


Using bangalore on doors (The doors will be turned around so they fall inside instead)


What heavy fighting leaves behind, or one C4 =)

Holy shizzz!! This looks awesome, cant wait to give it a go.  ;D

Thanks mate! =)

Offline Turkish007

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Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« Reply #73 on: 18-10-2012, 17:10:01 »
Me gusta! I've always tought FH2 needed more destructibles.  :)

Offline Kwiot

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Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« Reply #74 on: 18-10-2012, 18:10:18 »
I see that my suggestion got into life - good job!!!