My apologies for the delay to those who said they would test this map with me. But I discovered a new technique for making it even more realistic and still performing reasonably. So, I'm redoing it again, at least one side anyway.
Balr14 wrote:I will have to do some work packaging things down to a managable size and remove the scripting for items I can't package (without the entire 300 meg HITP2), but I think I can get the FT in.
It's lit, but suncolor is set pretty high (64) to take pictures. I'll probably drop it down to about to 55 for playing. Engine is having a great deal of difficulty lighting it. I'm having to use some textures with no lightmap and shading them manually in Photoshop.
Balr14 wrote:
I will have to do some work packaging things down to a managable size and remove the scripting for items I can't package (without the entire 300 meg HITP2), but I think I can get the FT in.
I am going to give you the option of playing with mipmapped or non-mipmapped textures. All of the screens I've posted so far use non-mipmapped textures. Mip-mapped textures make it easier to see in the distance, but lose detail. They also increase framerates. Here's a screen similar to one of the last ones I posted using using mip-mapped textures. You can see the difference.
Here's a different image for you mapping geeks out there. This is about 25% of the map and is the area where most of the recent images have come from. It has about 300 brushes and 1300 sections of patch mesh with transparent textures applied to them. As you know, you can only see one side of the patch mesh, plus there are so many, I can only see about 20% of them, so most of the time I'm just guessing where to add more meshes and how to shape them. The blue is the patch meshes: