philippK how do you render such pictures in the viewport? are theese shots from the 3dsmax viewport using a dx9 shader? ( http://philipk.net/other/rockymountains.jpg )
Posts by michi.be
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i would apply but im living in europe.

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hehe guys. i thought this is a WIP thread here.

of course it looks empty. i just started .
busy with modelling, becasue the editor is model based only. no fancy brushes.
the editor make the grass stuck into the ground. thats the "sandbag" effect. ingame you will not see it.
the rock idea is col. there is a small lake there too and a farmhouse which i modelled. if i made more progress i will ppost more here.
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little in-editor shot from my latest bf2 map.
[Blocked Image: http://home.arcor.de/fieslings-place/WIP/snapshot2.jpg]
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this is a really awesome theme you've chosen.

nice work. but as the other guys said some windows and such things on the buildings will ad a lot to the overall athmosphere.
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I played the demo but dont like the setting. i have one or two nice ideas for a level but there will be other cool games in this semi-scifi setting (looks at ET:QW).
i cant makre sure what i dont like. i just had no fun like in bf2.
but im sure this new "bad company" game from dice will rock.
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sorry but I dont think the sky is blurry. its a common 2048x512px images.
http://home.arcor.de/fieslings-place/oildfieldsky.jpg
bf2 makes it blurry and my photoshopping with the promo-shots too.
furthermore there is a sunlight which comes from one direction. the shadowscasting is correct. its slightly dusty so it wont cast sharp shadows in reality.
i dont really know what you mean by "if the lights were on everywhere". in bf2 you normally use one skylight for lighing your map. an ambient light is cast inside the building. there a light entities for nightmaps but they are not used like in other engines like q3/d3/hl2.
this thread explains the lightengine in bf2: http://bfeditor.org/forums/index.php?showtopic=1783
i think the engine is limiting in some ways but its also challanging working with it. i archived the depressive mood that i wanted to. most people like the map. and im confidend with it but will remind the critics ive got when it comes to another map.

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yes i want that too but i didnt manage to get the big smoke particle work. it worked as a "stand alone" mod but this is no option for one map.

my plan was to have big smoke particles from burning oil lakes so my brownish sky would work better. i had several threads in forums about my problem but there was no solution. to bad.

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heres the overview from last week:
[Blocked Image: http://home.arcor.de/fieslings-place/WIP/overview.jpg]
My problem with the textures are theese dunes. in a desert there is not much variation going on. i agree with you but i think also that its a bit bf2 engine related.
after a set distance the detailmap blends to a colormap. the colormap is very rought and blurry.
i played with the value to blend from detail to color but it turned out to look to patterned.
as you can see on my overview map there are colors and variations like the greenish terrain at the dried river or the north of the town with a little bit more vegetation.
the bf2 maps are not desert only like the oman map set at beaches.
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yes. its because im jealous that other engines can do DoF but no bf2...

no just kidding. i think it looks a little bit better and I'm a DoF fanboy.
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Finally I took a small break from our Sci-fi Mod and made a Battlefield2 level. Is my first one for this engine/game but I think I made levels which were less appealing.

It's called "Iraq Oilfields" and set in teh desert. I used the BF2 Statics for this one but tried to give the map an extra portion athmosphere using sounds or the overall lighting of the map combined with unique environments like the dried river with the ol' boat in or the small village and the oil lakes.
There are bigger rocks and i tried to arrange the dunes in a special order so infantry can take cover. But the map is still meant to be focused on vehicles.
No attack helicopters are in. Only for transport choppers.
Furthermore there is a 16-64 player support and even Singleplayer is supported. SP comes from "Zinnstein".
A new loadingmusic combined with a custom sky is also there.
I hope you like it. Please keep in mind that the Bf2 lighting Engine is not as
precize like HL2. But I tried my best to archive a believable look.

Download: http://www.uac-warfare.com/michimaps/Iraq_Oilfields.zip
[Blocked Image: http://www.uac-warfare.com/michibe/gfx_la…fields1_big.jpg]
[Blocked Image: http://www.uac-warfare.com/michibe/gfx_la…fields3_big.jpg]
[Blocked Image: http://www.uac-warfare.com/michibe/gfx_la…fields2_big.jpg]
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GReat Render JonM!
Can you show the 2d skinmesh?
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Nysuatro, i think this tutorial will be very handy for your needs.
It well written and shows the used techniques very well how to make this kind of textures.
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they are really cool mate. i think we will use them over at uac:warfare. if we are allowed .
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good point defrag.
for this render its a camera view so its ok.

but for games you are right. there should be lens flare only if you look through sniper scopes or binoculars.
well for my little pic its ok. it fits well for my desktopbackground needs. :
maybe i will skin the bot and try some stuff im messing around at the moment.
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hehe no its "finalFlare" from Cebas.

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around 40% of the guys i showed the image disliked the lens flare effect. i wonder why. its made with a 3dsmax plugin and should be very realistic.
maybe people like lens flare effects in games or films. but not in "stills".
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I messed around with a concept by Adam Anderson. Our Drawing Guy @ UAC:Warfare ( http://atanderson.q4dev.net/index.php )
http://home.arcor.de/fieslings-place/conceptlifty.jpg
Maybe I will make the model subdivided and skinned some day. I wanted a yellow/reddish desptopBG. So I've thrown Mr.Lifty into a 3d scene...
[Blocked Image: http://home.arcor.de/fieslings-place/lifty.jpg]
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my first map was a lilliput map for quake3. big environment and small player.
main mistake are the non caulked backgrounds and some proportion stuff.
but its still fun to run around in there.
[Blocked Image: http://www.uac-warfare.com/michibe/gfx_layout/giantshome1_big.jpg]
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i dont like this walkway very much. looks to blocky.
maybe you should place some omf the bricks loosely around at the way. i think that will give it a more realistic touch.
