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B1942 Making good tunnels

Posted: Fri Jan 04, 2013 2:28 am
by fo0k
How to get underground.... the best, most seamless method yet.. I reckon...

http://youtu.be/j2bID6t0DWg


Just place the patch in the maps folder.. remove after...
El_Alamein_999.rar
(1.45 MiB) Downloaded 863 times
(Literally a test of concept last night so could use more care with optimisation etc in a multiplay version)

This technique allows for entire terrain squares to be replaced by a mesh. The terrain detail is retained by re-mapping the lightmap channel of the terrain square mesh, then using the normal terrain detail map as the lightmap for the mesh (but tiled to the same scale as normal terrain detail maps)

Basically it gives the usual level of terrain detail that would otherwise require a huge 16384x16384 image, to reproduce the same thing.

the technique could use a bit more work to be perfect but it works great and is relatively simple, assuming you are ok to get the heightmap into 3dsmax.

Re: B1942 Making good tunnels

Posted: Fri Jan 04, 2013 6:30 am
by freddy
indiana jones!

Re: B1942 Making good tunnels

Posted: Fri Jan 04, 2013 10:51 am
by one
Awesome! :o But, of course, the problem is an absence of dynamic shadows on mesh...

Re: B1942 Making good tunnels

Posted: Fri Jan 04, 2013 12:52 pm
by fo0k
freddy wrote:indiana jones!
hehehe exactly :)


and yeah dynamic shadows missing. Perhaps best to build the mesh terrain sections in an area of shade etc and then can mostly hide this fact.

Re: B1942 Making good tunnels

Posted: Fri Jan 04, 2013 7:53 pm
by Swaffy
I don't understand how you figure this stuff out. But either way, it's pretty much a breakthrough in BF'42 modding.

Re: B1942 Making good tunnels

Posted: Sat Jan 05, 2013 12:56 am
by Senshi
An interesting hack, indeed. :)

Re: B1942 Making good tunnels

Posted: Sat Jan 05, 2013 8:05 am
by Diamondback
Very well done mate, interesting work.