how can i make my map look more realistic.
Posts: 598
This is my first map and I made this map to try to make it look professional. Since this is my first attempt I'm not trying to make this map balanced nor am I focusing much on the gameplay issues, I just want to make it look good so I can proceed to making other maps.
My goal for this map is to make a good farm/village setting.
What can I do to the farm and crops to make it look and feel more realistic?
Does my village look ok?
Did I put enough detail in them?
Did I put enough detail into the forest in the middle?
http://steamcommunity.com/sharedfiles/filedetails/?id=219713816
Posts: 357
http://www.coh2.org/guides/12949/introduction-to-map-detailing
as for opinions, post some screenshots please...
Posts: 598
Posts: 3421 | Subs: 11
Posts: 598
valve had examples in the hammer editor that you could take a look around and see what they've done to their maps, i hope relic did the same thing.
Posts: 3421 | Subs: 11
archive.exe -a CoH2\Archives\MPScenarios.sga -e CoH2\Data
and run it. It will extract all Multiplayer maps to CoH2/Data/Scenarios/Mp.
Posts: 952 | Subs: 3
Cheers Janne, you never cease to impress!
Posts: 3421 | Subs: 11
For example the very same tip is available in the WorldBuilder basic information thread - http://www.coh2.org/topic/10593/worldbuilder-basic-information-by-relic
Posts: 598
thanks Janne252
Posts: 1582 | Subs: 4
As a tradeoff we're now allowed to use 6-7 tiles per chunk, as opposed to 3 in COH1.
Posts: 2181
thats true, but let me tell you, don't use more than 2-3 splats overlapping at the very same spot. Think twice which of those splats you need before you place them. ... with 4 splats on top of each other the lowest one is hardly visible, but it will hit performance badly.
As a tradeoff we're now allowed to use 6-7 tiles per chunk, as opposed to 3 in COH1.
Is there any way to check if your map has any performance problems? And what does have the biggest impact: objects, splines or splats?
Posts: 1582 | Subs: 4
The biggest impact on performance is water, afaik. The more different watersources you have the bigger the performance drain, because for every water surface the reflections are calculated individually.
For textures you have to find a sweetspot regarding tile splat and spline usage. if you push one to the limit you have to use less of the others. dont stack too many of them on top of each other. keep tiles per chunk at a minimum, if possible.
this kind of thinking
Posts: 59
thats true, but let me tell you, don't use more than 2-3 splats overlapping at the very same spot. Think twice which of those splats you need before you place them. ... with 4 splats on top of each other the lowest one is hardly visible, but it will hit performance badly.
As a tradeoff we're now allowed to use 6-7 tiles per chunk, as opposed to 3 in COH1.
The limit is even higher: 8 per chunk
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