Jump to content

Second pass at a map


liteluvr

Recommended Posts

The first complete map took a nose dive, and since I was never happy with it anyway, I started working on another idea. Inspired by some pictures of abandoned Russian factory sites, I started this one with a catwalk and a set of stairs.

This one is coming along very nicely, with most of the interior details done, and the perimeter stuff on the way.

Nearly everything in the compound is a floor, including several of the building roofs, connected by 'tin sheets' as footbridges. Several of the catwalks are navigable, and lots and lots of overgrown grass to hide in. :rolleyes:

This one looks to be a bear to use the lighting tool on, especially since I've not used it yet.... :blink:

As it progresses, I'll keep this thread updated.

:thumbsup:

novgorod.jpg

Link to comment
Share on other sites

  • Replies 60
  • Created
  • Last Reply

Top Posters In This Topic

Just follow this

Its very simple. Id suggest grouping your bunkers has indiviaul rooms and add some "furniture" in them.

Also occulders would be great inside the walls of the buildings.

Just suggestions. :thumbsup:

Link to comment
Share on other sites

Just a reminder, that for the lighting tool to work properly, all your map textures, even the stock ones, have to be copied and pasted into a single folder, preferably the mod map folder

Thanks, Worm... I wondered if that was going to be necessary...

While I'm on topic... here's a question that's been running around in my head..

All the structures that are 'enterable', ie bldgs, are grouped, with unique names.

When I export the map, it seems the only way to get Igor to like it, is for me to group EVERYTHING (sans trees) into group _1 and then export.

My hunch is that this will play hell with the lighting tool.

What do I need to do to export successfully without having to group everything into _1?

:blink:

Link to comment
Share on other sites

_1 is the main outside playing room. You could group and tag the inside building geometry has _2,_3 and so on. Then add portals infront of the doorways.

Your not suppose to group dynamic objects with rooms though.. ie trees, doors, moving objects.

Link to comment
Share on other sites

Looks very nice.

Lots of repetition with the buildings but that's ok.

Using the lighting tool will make your map come alive. So take some effort in trying to use it.

It's not that hard really.

Good luck! :)

Link to comment
Share on other sites

Some more details added.... mainly trees and some fill stuff in the open areas. Exterior stuff to come next.

Keep in mind that you're hitting the engine with a lot of geometry in a small area.

Test your map with FPS on to see how it affects the gameplay.

It would be a shame to spend a lot of time modeling and texturing things, only to find out later it was too much of a strain on the engine itself.

While testing, take a full platoon with you.

Link to comment
Share on other sites

  • 2 weeks later...

Beautiful looking work and very creative.

Unfortunately, once you get it all chopped up and full of portals it will become unplayable.

If you leave everything as room 1 it should run pretty good but then you have the weather problem and lighting may not look right.

I would recommend closing up a lot of those open windows and just leaving a few open or you'll run into lag problems.

The problem is GR doesn't occlude very well and when you start having a lot of portals facing each other or in close proximity, the engine chokes.

Link to comment
Share on other sites

Oso, I'd already tried portals and it was a disaster on this map, so I'd dropped it back to a single room.

I may go in and block out the windows as well.... overall, it's coming along nicely.

However, it's a HUGE map... 12 meg. I need to find some way to pare it down a bit. May lose some of the rocks and foliage... and maybe some of the cylindrical meshes. :blink:

On my laptop, it plays well with normal performance, compared to the usual GR maps.

I'm probably gonna be looking for a volunteer to help my finish this off with lighting, and optimization... I'll glady send the MAX file and share credit on the map final.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...