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...
(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.
B1942 Making good tunnels
Re: B1942 Making good tunnels
indiana jones!
Re: B1942 Making good tunnels
Awesome!
But, of course, the problem is an absence of dynamic shadows on mesh...

Re: B1942 Making good tunnels
hehehe exactlyfreddy wrote:indiana jones!

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
I don't understand how you figure this stuff out. But either way, it's pretty much a breakthrough in BF'42 modding.
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
Re: B1942 Making good tunnels
An interesting hack, indeed. 

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Re: B1942 Making good tunnels
Very well done mate, interesting work.
See my Strasbourg map project here.