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Messages - blander

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General Discussion / Re: It's that time of the year again!
« on: 09-12-2018, 23:12:06 »

Modding / Re: Berlin
« on: 08-12-2018, 05:12:47 »
Interesting song. I don´t personally like the music itself though the lyrics are very adequate. There´s still a lot of work until the map is finished, there´s more than enough time to choose a song.

Modding / Re: Berlin
« on: 07-12-2018, 16:12:52 »
I created a thread in the BG42 forum which has less than 10 threads in total. It is the only possibly active place someone could know about the devs. Places where there actually is a conversation about this are from 2008. I will probably never get an answer from someone that ditched the mod.

Mat, I will not wait a hundred years until a savior modeler arrives. I will release the map as soon as it is ready with whatever assets I have available. After all, I won´t make another map, I just wanted to contribute with something nice.

Modding / Re: Berlin
« on: 07-12-2018, 14:12:33 »
No, I just grab the files and put them into the map´s folder. Since they are from another BF2 mod, they work fine.

I´d like to add the map to the CMP map-pack once it´s finished. As I said before, it will never have proper statics simply because nobody is going to make them. My goal is to contribute to this great mod and community by delivering a fun new map to play even though it is not historically accurate.

Modding / Re: Berlin
« on: 07-12-2018, 14:12:47 »
They are from BGF mod for BF2, the export is very easy, specially because they are just statics. Last time I used 3dsmax was 11 years ago for WaW, I remember nothing about it.

I went through most buildings in the meshviewer and I removed all the heavy ones and replaced them with light poly but yet very good looking buildings. This map will never get proper statics done, nobody will make them.

I used previously unused CMP stuff and added a couple of BGF statics (I will add more in the future). I put this stalingrad building because the previous one that was there lagged too much because it had no LODs. This one only has LOD0 and LOD1, it´s better than nothing.

That location is a placeholder, if that building doesn´t work I´ll see what I put there.

Modding / Re: Berlin
« on: 07-12-2018, 07:12:13 »
I took away the pacific buildings because they had no LODs, instead I put this one. It´s always the same problem. Pacific buildings, Pavlov´s house and Univermag building don´t belong in Berlin´s map. A lot of other stuff don´t belong either. There is not much to choose from. As fair as I know, nobody is making a Stalingrad map to use these things in. This is what I have to make a less generic map, if I get something better in the future to replace it I will for sure.

Modding / Re: Berlin
« on: 07-12-2018, 06:12:34 »
I´m improving these textures still.

Modding / Re: Berlin
« on: 07-12-2018, 02:12:22 »

What I don´t like about it is that it is in english and speaks about the americans, it kind of kills the mood imo. I was thinking about this:

There are also many interesting songs in russian of course.

This is another possibility (it gives me chills):

I will also have something like this as ambient sound for the first 15 minutes:

General Discussion / Re: Blinking flag
« on: 07-12-2018, 01:12:57 »
In my oppinion it is true that the blinking helps in push mode maps, even sector push. It makes sense there because the map is designed for the push to work, obviously. But in conquest maps it just kills the essence of the game mode.

Modding / Re: Berlin
« on: 05-12-2018, 19:12:23 »
Saturday 15th of december 18:00 UTC, 21:00 Moscow. Announcement will come shortly.

Modding / Re: Berlin
« on: 05-12-2018, 18:12:36 »
I failed to get in contact so far.

Modding / Re: Berlin
« on: 05-12-2018, 03:12:58 »

General Discussion / Re: Blinking flag
« on: 05-12-2018, 00:12:12 »
It was put in place to help counter flag "pre-cappers" in push mode maps. I personally don´t like the blinking flags at all.

Modding / Re: Berlin
« on: 04-12-2018, 02:12:00 »
I used that static way too much to have it replaced easily. I´ll see if I can retexture it and make it look different. If I fail I´ll think about removing it.

Alright, I´ll have just 1 lightpost type.

Good to know when you test official FH2 stuff. CMP campaign battles are on fridays so saturdays are left. Next playtest should be on saturday.

Modding / Re: Berlin
« on: 03-12-2018, 06:12:18 »
I think there must be a really good reason to expand the map. That would require even more objects, which I am avoiding. If I were to open it up then I would probably need to shrink/close another sector to reduce the object count.

In the future I plan on modifying some buildings and reduce them to just 1 wall instead of 4. That will help reduce the memory usage. This will be in a future patch though, first I have to learn how to do that.

I didn´t know that about the wrecks, I will replace those. I´m against having just 1 texture for all the T-34s and Panthers. I know I have to work on performance but I think that would just be too plain. Currently there are 3 Panther textures in use, I will reduce it to 2.

What is the Pegasus cafe you are talking about? If you can get me a screenshot or the static´s name I´ll have a look. In general, there are not many buildings to choose from. Maybe a texture tweak could help to make it different. I think there are 3 types of light posts. I could reduce them to 2.

About that open building you say, yes, it is pretty huge and useless. There has been some action there but I´m not sure if it is worthy. The original design idea was to have panzerfausts there. There are other open buildings which I plan on closing.

I´ll do what you say with the smoke columns.

I was aware of the various glitches, I just didn´t care too much on fixing those before the test because they wouldn´t affect gameplay. The test helped me to find more and to realise where rubble objects should be removed to allow a better flow for the tanks.

Thanks for the feedback. I´d like to have another test in january after I fix some of this stuff.

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