ot of bound -1 reply

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Mad Cat

Your mama on a stick.

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28th December 2005

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#1 12 years ago

ive been looking for a tutorial for out of bound lands for a while but havent found anything... anyway is there any way to just take away this silly system of mirroring in bound lands for out of bound lands?? or possibly get a tutorial/info to make decent out of bound lands?? i really have no idea of what to do at this stage of map making...




pvt. Allen

I would die without GF

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20th July 2005

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#2 12 years ago

What do you mean by mirroring? To do an out of bound area you have to edit the material map of your level. You can do it with Battlecraft 1942 or better, with Editor 42 by assigning selected area and "Out of Bound" material, just like grass or gravel.




Knoffhoff

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20th February 2004

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#3 12 years ago

Nothing you can do. In BF2 you can edit the surrounding terrain because there are extra low res heightmaps for it. In BF1942 your main heightmap will be there and it will look shitty. In BF2 it still doesn't look very well because of the low resolution. You could try to get rid of the the bad looking out of bounds with covering it with trees and other objects. If you have the map Trois Ponts you can take a look at how I tried to make it look a bit better there . If that is not possible on your map, you will have to live with it or start a new map.

[SIZE="4"]1. rule making layouts for FH(2) maps:[/SIZE] [SIZE="2"]stay away from the map borders to avoid direct view to nasty looking surrounding terrain.[/SIZE]




pvt. Allen

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#4 12 years ago

Ahh, didn't catch up on that, thanks knoffie.:p




Mad Cat

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28th December 2005

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#5 12 years ago

guess ill just live with it, but by mirroring i meant, all the mountains, rivers, etc... get placed out of bound on the opposite side, and i dont wan the meuse to have a twin in my map :P but hey, whatever, it might as well one of the 100 other rivers that flow by in the area...




pvt. Allen

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#6 12 years ago

Yeah, I got what you meant after I read knoffhoff's post. You should do as he says, basically only reasonable sollution if you can't avoid getting close to the map's edges is covering the outside with some special obejcts, like the 0.7's treelines. Also as you may have noticed, FH devs often used alot bigger levels for their maps, not only just keeping away from the edges, but leaving huge buffor area around, with no textures and modifiing the minimap so that this area isn't obvious to even exist.




SacredLizard

Its cupnoodles not cuponoodles

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23rd April 2004

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#7 12 years ago

hey, did you guys see that LexLuther came up with a fix for making scale 4 maps? http://bfeditor.org/forums/index.php?showtopic=8407 "File: terrain.con in your map folder. Add this line of code to the end of the file above endif. terrainCuller.setUseStitchedLods 0 "

should help you guys to keep all the action away from the map edges somewhat, I think.




Knoffhoff

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20th February 2004

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#8 12 years ago

Yes, I saw that allready. I'd say it's time for you to give Fall Gelb another try.;)




SacredLizard

Its cupnoodles not cuponoodles

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23rd April 2004

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#9 12 years ago

LOL!!!! sweet




Mad Cat

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#10 12 years ago

nice, ill use it for my next project which is, a rather big map.