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Posted: Tue Jul 29, 2003 2:46 am
by m0g
What do you think about adding these 3 things... (screens from SH)

1. Sandbags
Image

2. Trenches
Image

3. Rocks
Image

Was there no trees, bushes there? historically speaking!
Keep up the good work BJ
:D

(sorry about the screen sizes, I'll change'em tomorrow when i wake up :wink:)

Posted: Tue Jul 29, 2003 2:50 am
by Serph
I thought u didnt sleep m0g

yes some broken trees wood do good... um snow drifts....

historically..... is this in the middle of nowhere??? you could have a small shack in the middle or something as a post for maybe hikers or something... just a small shack with snowed out roof, iceicles hanging a lantern inside with a fireplace with like 1 or two windows...

Posted: Tue Jul 29, 2003 3:19 am
by m0g
normally i dont serph ;)
time here now: 05.18am... *eeek*
awake status: since friday 15.24pm *2x eeek*

Posted: Tue Jul 29, 2003 10:45 am
by Bjarne BZR
Sweet, I like feedback and creative advice :D

As for the trees: This map takes place in a place in Norway, called "Hardanger vidda". It is a high mountain plateu and it is above someting called the "tree border". The "tree border" is a height / climat limit that limits where trees can grow, they start to shrink into dwarf versions and a bit higher they disappear completely...

Sandbags: Already in ( look at earlier pic posts ).

Tank: I, dont think so. This is a remote unimportant place, the axis would not put such expensive resources here ( besides, they would probably need to use a helicopter to get it there :? )

I know you love screens so, here is a screen of an addition I made in version 0.4:
Image

Posted: Tue Jul 29, 2003 10:53 am
by jv_map
It's starting to look better :).

Would it be possible to use a plain rock texture on steep hills? I think that would make it look more natural and less repetitive (or something spelled similar).

Posted: Tue Jul 29, 2003 10:58 am
by Bjarne BZR
Yes, that would be possible... I just cant seem to get it to look anyting else than crap unfourtunately :?

Posted: Tue Jul 29, 2003 7:38 pm
by Slyk
For a rock texture, I'd say you can do one of two things...
1. use another LOD that you bend into/under the master ... works fine, and doesn't crush your FPS, I've done it.
2. use a small patch mesh and tuck it in...if small/low tri counts, it's a quick fix.

Either way it helps break up the monotone landscape... I know, it's snow covered mountain... but think of it as helping orient players from time to time and just some low poly eye candy. Keep at it, great concept.

Posted: Tue Jul 29, 2003 9:15 pm
by Bjarne BZR
Well, actually.... the more you guys keep naging, the more I think this may actually be a good thing.... I've actually wondered about ways to make the map easier to navigate... adding two peaks with one distinct look each may be the answer...

I'll look into this. Thanx lads!

Posted: Tue Jul 29, 2003 9:16 pm
by Alcoholic
yeah and i think you can scale down those house textures a little, those bricks look huge...

Posted: Wed Jul 30, 2003 7:18 pm
by Bjarne BZR
Yeah Alcoholic... I changed the texture, they will be bositively humongous in the next release :)

Posted: Wed Jul 30, 2003 7:39 pm
by Bjarne BZR
- The next pre-release ( version 0.4 ) will feature the new scout script. :D
- Scout script? :shock:
- Yep. 8-)
- What is that? :?:
- Well, it will make a souldier scout out an enemy by using the binoculars :)
- Ooook... so? You could see the enemy soldiers through the binoculars before... Whats new about that?
- Yes, you are absolutely correct, but now: if you press fire and "hit" them while you have your binoculars up: they will start to glow for a while, giving away their position to all that are close enough to see them... this glow shines through near by walls as well.
- Thats not realistic, there were no glowing soldiers in WWII!
- Eh, no... but there were scouts with radios... the thought here is to simulate that a scout have reported in the position of enemy forces. Printing the coordinates of the enemy may be more realistic, but this way you achieve the same results in a more "action game" kind of way.
- Hmmm... yeah... youv'e got a point...
- Good boy, now here's 10 cents... run to the store and buy me some mixed fruit, but not too many water melons...
- Huh? Eh, OK.

*runs off with the money, laughing like a mad man, never to be seen again*

*changes his mind, runs back*

- Bjarne? Did you do this?
- Ehm... actually... jv_map did most of it. I just came up with the idea and assembled the code he was kind enough to post in the forum. :oops:
- Pansy!
- Hey! Didn't I tell you to get me some fruit!
- Oh... yes, you did actually. Sorry. :oops:

*runs off with the money, laughing like a mad man, never to be seen again ( again )*

Posted: Wed Jul 30, 2003 7:57 pm
by jv_map
I think I've found someone to help me script random bot conversations :wink: :wink: :)

Posted: Wed Jul 30, 2003 8:18 pm
by Bjarne BZR
*Laughing My Ass Clean Off*
:D

Posted: Wed Jul 30, 2003 8:32 pm
by Serph
right....

make a ski/hiking/outpost shelter, shack thing thats intact, i dont think theres many ruins up in norway the houses were build with the finest wood, and definatly not out of brick its too cold to have a brick house way up there??

Posted: Wed Jul 30, 2003 11:37 pm
by Bjarne BZR
You have a good point there Serph. Norway is rich with trees. But above the tree-line there are no trees and a lot of stones ( from landslides and lying around in general ). As you all got the impression the old ruins were made of bricks, I changed the texture to a more stone-like texture. Thanx.

BTW, I tested the scout-tag mod with my BETA testing crew, and it turned into a game of "tag you before I shoot you, just to annoy you" :)

A bit like when snipers pistol-whip you :D

But seriously, it added a whole new "shit, I'm exposed! Retreat and go around!" mentality. We really felt that it was:
-funny
-useful
-scary
-not destroying the balance
-adding to the strategic element of the game

:)

Next version Will be RC1 ( Relaese candidate 1 ).