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Battlefield Modding Tutorials BFMODS • View topic - underground tunnel?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 39 posts ]  Go to page Previous  1, 2, 3, 4, 5
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 Post subject: Re: underground tunnel?
PostPosted: Mon Jan 28, 2008 6:08 am 
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Joined: Sat Jan 26, 2008 11:58 am
Posts: 206
Location: UK / Sweden
-What does patch terrain mean/do? I always wondered..

Default minimaps are 512x512..

If you mod it in photoshop/3dmax.. you can increase the map size to say 1024x1024 or higher.. then when you 'zoom into the map' ingame it stays crispy and not pixelated..
Also just get creative with the minimap.. fill the space if you don't want to texture and landscape the rest of the map.

I did with this novelty/nooby map.. the actual playing area is just within the circle.

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 Post subject: Re: underground tunnel?
PostPosted: Mon Jan 28, 2008 7:25 am 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015
MINIMAP FIX

I open minimap in photoshop and an 1024*1024 (could be 800*800) tranparent next to it.
Copy pic and past it in, cut everything out that shouldn't be there, ad some few burnt scars on map and save it as ingamemap with dds format. Now only part you wanna be shown is shown.

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Last edited by Urglub on Tue Jan 29, 2008 7:32 am, edited 1 time in total.

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 Post subject: Re: underground tunnel?
PostPosted: Mon Jan 28, 2008 10:07 pm 
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Joined: Mon Oct 09, 2006 12:51 pm
Posts: 782
basically what patch terrain means is it isnt Modeled. its created by diffusion using the Heightmap. The Geometry template that creates it can then be applied to a SimpleObject, and then is Placed in the Map like a static object. This is why i thought it might be possible to paste it more than once. Ive had no success with it so im saying thats a no, but still interesting.


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 Post subject: Re: underground tunnel?
PostPosted: Tue Jan 29, 2008 10:01 am 
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Thanks.. I guess it could open up more avenues for tunnels.. It is a pain having to make 'false ground' for tunnels as you loose the dynamic shadow.. and lets face it.. bf42 is pretty limited for the atmospherics anyway.. so its nice to have. anyone worked a way of casting dynamic shadow on objects in bf42? It's only on patch terrain?


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 Post subject: Re: underground tunnel?
PostPosted: Tue Jan 29, 2008 11:57 am 
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well Dynamic Shadows can be put on almost anything in the game, except it may cause major lag issues. Since BF1942 was never built to handle Dynamic Lights and Shadows throughout the entire game world, it experiences problems when adding dynamic shadows to everything, and most modern games would as well. This is why it uses Lightmaps, the lightmaps use the Dynamic Shadowing part of the engine to trace, and then draw a shadow, it is then painted onto the terrain. This reduces lag by taking buildings out of the dynamic shadow equation. They do the same with the interior of buildings by creating Object Light Maps.

Bf1942 also doesnt used advanced shaders widely, though its .rs files support many types of advanced shaders, they were never implemented in the game. One shader they use is for the water, but its very primitive compared to the modern water of today, They used a Normal Map and a few Bump Maps to make the water have depth, tho you'd never notice it because its 2002 and the game doesnt really show it. You can see wide spread use of Normal Mapping and Bump mapping however, on everything, in BF Vietnam. The wrinkles on the clothing, the high detail faces, the Bricks of the buildings, all are Texture that reflects light. This being so, it would never be possible to put dynamic shadows on patch terrain because even if you did, it would reflect as a complete object, and cast a shadow away from it, rather than from within it.

To cast shadows on weapons, like you see on alot of the First Person guns, the game uses Shadow Meshes, these meshes are rough cut meshes that are read by the game, and once Dynamic Shadow code is in place, will cast a shadow where ever there is an indent.

People talk of the light codes in BF1942, well these are not for Dynamic lights, but rather for use by the Lightmap generators to create other effects with the lightmap.


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 Post subject: Re: underground tunnel?
PostPosted: Tue Jan 29, 2008 1:24 pm 
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What I'm after is the shadow of my willy jeep to actually be cast onto the road of a bridge for example.. onto a static... not for the bridge to have dynamic shadows..

It was very informative what you wrote thanks! I am loving this site.. should have found it a long time back.


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 Post subject: Re: underground tunnel?
PostPosted: Tue Jan 29, 2008 1:45 pm 
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Posts: 2120
Hmm... well if the engine doesn't normally cast such a shadow, the odds of you finding a way to make it do so is almost 100% impossible. BF1942 (and related games) don't let you *REALLY* mod the game, only change around weapon and vehicle properties in the same way a full-scale mod would change options to create new weapons. All the true if/then's and physics, props, etc, are controlled by something we can not change. Sort of like how you can't make a whole new game mode other than CQ/CTF/TDM.

[Oh, and if you are going to say search and destroy mode from DC, what is that more than a Coral Sea, but instead of attaching the only spawners to a boat, they are attached to some objects on the ground. All spawns gone + all players dead = ticket bleed, it's just a creative way to manipulating the CQ ticket system. That's why there is also no TDM Coral Sea]


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