The 128 Planes map by fo0k

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The 128 Planes map by fo0k

Postby Classical Modder » Sun Jun 02, 2013 11:07 pm

Great map mate, those peaks are simply fantastic. At first I thought they were just part of the skybox, but then I realised they were part of the map! Epic stuff.

My only complaint is the graphic lag caused by the huge map size I guess (it's over 300 MB!). Must've been a pain in the ass to generate the ground textures for such an enormous map.

I guess now we could really use those huge German rail cannons, ain't that right Senshi? ;)
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Re: The 128 Planes map by fo0k

Postby Vilespring » Mon Jun 03, 2013 4:32 pm

THE DORA GUN!?!?!
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Re: The 128 Planes map by fo0k

Postby fo0k » Mon Jun 03, 2013 5:08 pm

ahh good news.. thanks for feedback on performance. Ive heard a few cant run it at all. this is probably down to the double size heightmap texture.. (probably.. might be something else but its basically standard after that.)


Ill get a version uplaoded with a lowerres heightmap and would be good to hear if it runs better.

Im sure someone here was trying to make a dora canon a while back??
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Re: The 128 Planes map by fo0k

Postby Swaffy » Tue Jun 04, 2013 3:42 am

WHOA THIS MAP IS JUST WOW.

I felt like this was as big as a Historical Battle map from War Thunder. HUGE. I didn't run into any lag, but the weapon animations were shaking. Like they were scared. The pistol slide was shaking left and right opposite of the base, so it looked funny. But I liked the shake in the cockpit view of the plane! It felt like the plane's engine torque was shaking the plane.

Wish we can get some high-quality planes on that map, that would be SICK. (Hint hint FH planes hint hint.)

FH planes can be added map-side, right? The map's file size would increase, but who cares.
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Re: The 128 Planes map by fo0k

Postby Apache Thunder » Tue Jun 04, 2013 5:09 am

Adding additional objects would have negligible impact on game performance. Unless you are adding a ton of high poly stuff in one area. If your game doesn't lag from the map's terrain. Then adding more vehicles isn't going to make things worse for you. :P
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Re: The 128 Planes map by fo0k

Postby fo0k » Tue Jun 04, 2013 12:02 pm

good news swaffy, thanks!

There IS a high poly version of the mustang in the map files currently in fact... I got half way through converting it. you should be able to spawn it :)

I said heightmap texture above which was a bit misleading. I mean the heightmap greyscale image - for the record.

and yeah as Apache said, the heightmap is basically causing the extra strain on system. a 2048 heightmap has over 4 million segments for Bf to optimise and throw around the screen.. The maximum for any normal bf map would be 0.25 Million segments to manage..

Maye a v2 might arrive with just 1024 segs!
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Re: The 128 Planes map by fo0k

Postby Swaffy » Tue Jun 04, 2013 7:11 pm

Wow, that really is a high-poly model. Is it a P-51b or P-51c Mustang? It definitely doesn't have the air scoop traits of the "a" model.

The canopy seems to "bubbly", you can see here how it's fairly flat along the canopy's topside.
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Re: The 128 Planes map by fo0k

Postby Classical Modder » Thu Jun 06, 2013 4:30 am

Anyone thought of special uses for this map? Perhaps an objective map, i.e. destroy the huge ass humonguous rail cannon that fires shells 100 miles away?
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Re: The 128 Planes map by fo0k

Postby fo0k » Thu Jun 06, 2013 10:39 am

I was thinking maybe have each team need to escort a large, slow, flying vehicle to the other corner of the map,
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Re: The 128 Planes map by fo0k

Postby one » Thu Jun 06, 2013 5:33 pm

Fantastic!
I couldn't get rid of feeling that mountains are smaller than they are, don't know why :)
I have a question - what does resourceManager.memoryLimit do?
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