Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
1. Use the crysis editor to make a heightmap, then use the road tool (awesome) and align the heightmap to the road.. then export the heightmap (RAW) and import to your bf42 map.. AWESOMELY PERFECT ROADS!
2. Increase the size of your texture maps from 1024x1024 (default) to 2048 or even 4096!! for uberly detailed terrain!
3. Use a medium heightmap in a small map.. Doubles the heightmap detail! awesome! *and... even use a large heightmap in a small map! OR! use a large heightmap and then change the 'worldsize' from 4096 (large) to 8192!!!!! FOOKING MASSIVE MAP! 4 TIMES THE AREA OF A LARGE MAP! basically insanly huge..
I have done this on my machine.. 2Ghz AMD with 2.5 GB Ram and Nvidia 6600 without any lag probs at all.. a very medium pc spec.
I never realised you can get bf42 so modded until now.
I guess only more experienced mappers will understand all this but i can explain in more detail another time..
Best advice for now... MAKE HEIGHTMAP IN CRYSIS AND EXPORT.. the road tool is an interstate mappers DREAM!
Registered Member #727 Joined: [ 10:25 ] [ 12 Nov 2004 ]
4096 px textures? If I recall correctly, Battlefield uses sixteen of these ground textures per map. Doing just the tiniest bit of math, that means the ground textures alone use 1.3 GB VRAM. The S3TC compression used with DDS files gets this down to a quarter or an eighth (depending on the version used), but that's still 340 or 170 MB VRAM for the ground alone. Frankly, that does not sound like such a good idea to me.
Registered Member #78 Joined: [ 18:27 ] [ 13 Mar 2004 ]
Cochrane wrote ...
4096 px textures? If I recall correctly, Battlefield uses sixteen of these ground textures per map. Doing just the tiniest bit of math, that means the ground textures alone use 1.3 GB VRAM. The S3TC compression used with DDS files gets this down to a quarter or an eighth (depending on the version used), but that's still 340 or 170 MB VRAM for the ground alone. Frankly, that does not sound like such a good idea to me.
You are right, it's a great idea. Machines today can handle it. What the engine can handle, most peoples pc can handle too. No need to get all Einsteinish here
Sp!tfire
[ 18:53 ] [ 17 Dec 2007 ]
Guest
flamin I love you I am going to try this RIGHT NOW!
Shrooms
[ 21:42 ] [ 17 Dec 2007 ]
Guest
we need someone with a low end pc to test this out
4096 px textures? If I recall correctly, Battlefield..........
One thing its cool for is maybe just using a few texturemaps.. maybe for a small combat map.. so you avoid using lots of resources.. but the small area you do play in looks sweet
another tip.. resize one texture square to 2048 or 4096.. then just copy it and rename.. its quicker than having psp or ps do it and compress each file.. then edit in ed42 etc.. (i have no idea if BC will texture them correctly.. but i hope so.
one error i have found in ed42 though.. is that when using larger texturemaps.. and the way that ed42 does the terrain 'lighting for you' in real time... it seems to get confused and you ge the shadows in the wrong places.. as if its still using the heightmap scale instead of your new size..
this is not a problem if you texture without the sunlight settings on.. but i have not tested what happens when you run full shadow generation at the end. i will knoe soon though!
Sp!tfire
[ 15:22 ] [ 20 Dec 2007 ]
Guest
I did it in battlecrap, Textures seemed low quality for some reason, I'm trying the best texturemaps possible in BF1942 right now, stay tuned