-Vemork approach- final release, new pictures!

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LOD-terrain... are you a believer?

Amen brother! Halleluja!
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26%
LOD-terrain is the work of the devil... the DEVIL I tell you!
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16%
Well... I use it sometimes, but it takes a loony like Bjarne to cover the whole grid with it... and get away with it...
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LOD? What is that? A new drug?
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Bjarne BZR
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-Vemork approach- final release, new pictures!

Post by Bjarne BZR »

Today The Rjukan project released the final version of :

Vemork approach, OBJ & DM !

It is avalable in the 1.0 version right here.

It features the funky scout modification that adds both fun and function to a game lacking in new innovations.
It will not kill your enemy in the way a gun would, but it will give your team a new edge if used correctly:
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Read more about how the scout modicication works here.

The loading screen of the map:
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A trail is marked from the Allied spawn point to the objective.
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The downed C47 Skytrain.
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An old ruin.
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An old ruin with the C47 in the background.
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Sign at the axis spawn.
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There is a camp at Axis spawn.
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An old ruin.
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If you get an FPS under 100, I suggest you turn off the weather effect ( its snowing in the map ).

The objective is a little simpler than my earier Factory map: Allies: Go west! ( follow the marked trail to the extraction point ). :wink:

Have fun and tell me what you think! :D
Last edited by Bjarne BZR on Thu Aug 07, 2003 2:12 am, edited 5 times in total.
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Post by Alcoholic »

Is that two c47's? I see 2 left wings.

wait nevermind.
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Post by Bjarne BZR »

Well... the landing was rather bumpy... the wing just kind of... fell off... :shock:

Look again. I KNEW someone would immediately see if the removed wing was the correct one, so I double checked it. :wink:
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Post by Alcoholic »

Alcoholic wrote:Is that two c47's? I see 2 left wings.

wait nevermind.

maybe u didnt see my edit... i tried to do it asap... :(
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Post by Bjarne BZR »

I saw the edit. I just thought it would be funnier if I didn't :D
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Post by Alcoholic »

oh :D
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Post by mohaa_rox »

nice use of LOD terrain :wink:
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Post by Bjarne BZR »

mohaa_rox wrote:nice use of LOD terrain
Thanx. :D I'll tell you guys my secret ( because you often tell me yours ):

I havent touched a single vertex in the LOD. Its completely made in Photoshop.

1. Select the LOD
2. Select "LOD terrain" -> "Save To Image".
3. Load the *.tga file into a good drawing application that supports "fussy" brushes.
4. Redraw it ( light is high, dark is low ) and save it again.
5. Select the LOD again.
6. Select "LOD terrain" -> "Load From Image".
7. Load the *.tga with "merge method": Replace existing terrain.
8. If you are satisfied at this point, your done... if not: go back to stage 3 and repeat the process until you ARE satisfied.

I guess I'll have to edit some by hand to get the LOD around the plane crash to look more realistic.

Here is the picture that finally came out of Photoshop after a LOT of repetitions:
Image

Resulting in this ( a tad foggy ) overview:
http://www.planetmedalofhonor.com/rjuka ... 1_text.jpg
Last edited by Bjarne BZR on Thu Aug 07, 2003 2:14 am, edited 1 time in total.
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Post by mohaa_rox »

oh, load from image
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Post by m0g »

nice w0rk Bjarne!
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Post by General Death »

Very nice LOD work :)

When you look across the entire map what are your Wt and Wv values?
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Post by Bjarne BZR »

General Death wrote:When you look across the entire map what are your Wt and Wv values?
Do you mean when in "player mode" with normal farplane or when I did the over view picture?
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Post by General Death »

As you would play the map :)

For the fps to be good im sure its vis_leafgroup city...hehe
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Post by Bjarne BZR »

A contest! How many vis_leafgroup entities have I used in the map obj_vemork_approach to get these values:

This is the average values:
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These are the worst values:
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There is a small price for the closest guess. :D

By the way... what do they mean? I understand FPS but the other values are gibberish to me...
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Post by General Death »

They are world triangles and vertices.....as you can tell by there names LOD, if not carefull designed, can make them go out of control....

Your layout though allows alot of useful Vis_leafgroup work and should be an example of "good" LOD design :)
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