Map overhaul poll

Discussion in 'Mapping' started by Silk, Mar 9, 2014.

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Which map would you prefer getting an overhaul?

Poll closed Mar 30, 2014.
  1. canyon

    5 vote(s)
    45.5%
  2. duststorm

    3 vote(s)
    27.3%
  3. isle

    4 vote(s)
    36.4%
  4. mvalley

    4 vote(s)
    36.4%
  5. slaughtered

    3 vote(s)
    27.3%
Multiple votes are allowed.
  1. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    They look kind of dense, like balls of hair. :o
     
  2. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    That can be fixed in code, probably.
     
  3. flasche

    flasche Member Staff Member Moderator

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    thats how they look on pictures, ive never seen then IRL. the color is a bit off though, should be way lighter ...
     
  4. Silk

    Silk Mapper

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    Flasche, I put an updated texture on our shared dropbox folder. It's lighter and has slightly more transparancy in the middle. While the color itself is more realistic that way, we may find that the the 3 (4?) planes of the models might become more obvious when less dark though. We'll have to find out.

    I fixed the weird behavior when vehicles and tumbleweeds collide. They just get destroyed much more quickly from physics impacts, so they are destroyed before they get stuck under the vehicle.
    Having the collision mesh reduced another 20% or so in diameter would probably improve this further.

    The sounds ... I can only set the sound for when "punted" but I have no idea what that word even means. The breaking sound might be model related in which case that's up to you Flasche
     
  5. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Breaking sound (and the resulting gibs) are set in the QC, IIRC
     
  6. Silk

    Silk Mapper

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    The only problem that we can't fix will be building placements. Ideally buildings should simply be able to be dropped on areas with a tumbleweed thereby destroying the tumbleweed with its physics force, like vehicles do. Every time one gets destroyed, a new one will spawn anyway. Just can't say if this (or any sort of solution to this) would be possible codewise or worth the trouble.
     
  7. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Send me a miniature map that has lots of these things rolling on ref nodes, I'll fix it in code
     
  8. CyberKiller

    CyberKiller Nyooks!

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    Might be a nice idea to tone down the over active HDR on crossroads and duststorm with an env_tonemap_controller
    Could probably just be added with entspy as well so no recompile required.
     
    Last edited: Apr 18, 2014
  9. [lodw]keef

    [lodw]keef Hobbit

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    There is already a env_tonemap_controller on duststorm, you should see how blinding that shit is without it lol.
     
  10. CyberKiller

    CyberKiller Nyooks!

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    I just checked crossroads with entspy, it also has a env_tonemap_controller but SetBloomScale only gets set to 0.9 (1 being the default), maybe it should be lowered a little more.
     
  11. Silk

    Silk Mapper

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    I think duststorm and crossroads look perfect the way they are tbh. Especially duststorm should be sunny, and it's currently not blinding at all. If anything I would choose increasing HDR over lowering it. But I'm perfectly find with the current setting. Not even the BE rpg will cause blinding. Not even close.
    Crossroads is quite perfect as well.
     
  12. Silk

    Silk Mapper

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    Any mapper know why dynamic shadows, like you get from dynamic orex trees, seem to cast shadows in 2 directions? Can this be changed?

    This appears to be the reason why canyon trees have their shadows turned off. They're dynamic models with dynamic shadows, but are sometimes close to the cliffs or even inside them. I can change them a bit so they're not touching any cliffs, but they'll always have to be close to them. This is a problem when both the sun and cliffs are behind the trees, cause they don't only cast a shadow forwards on the ground in the correct direction away from the sun, but apparantly also in the opposite direction towards the sun causing shadows in the cliffs behind them.

    If this can somehow be changed directly, that would save me many hours of work.
     
  13. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Fixed it in code, raged hard at the fucking things refusing to roll onto ref points, I spent like 20 minutes looking at tumbleweeds
     
  14. flasche

    flasche Member Staff Member Moderator

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    you could have made a confined area about the size of a ref? ;)
     
  15. Silk

    Silk Mapper

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    I wanted enough space for a vf to drop :)

    Now all I have to do is wait for the next update ^^
     
  16. wealthysoup

    wealthysoup Lead Tester

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    Just had a look at the new version of canyon you sent me.

    Awesome.

    Totally awesome.

    (For everyone else: Coming in RC5 ;) )
     
  17. Silk

    Silk Mapper

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  18. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    love it.
     
  19. flasche

    flasche Member Staff Member Moderator

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    invert and its ok ...
     
  20. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Make the unavailable areas dark while the available ones are brighter and it's perfect.
     

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