regarding nightmaps
Posted: Mon Apr 04, 2011 5:06 am
When i left the BF42 modding community, theres always been some open questions about getting nightmaps done. In my opinion, theres a few things to keep in mind:
1. Theres no such thing as blue heaven and blue reflections at night in real life. (Never ever)
2. If you don't make real life look better, why fake it?
Let's say you want to make a night map of a vanilla one...maybe kursk or so.
1st you might want the skybox to be another one. Lets assume you already got one. (tutorial about creating skybox here: viewtopic.php?f=9&t=1021) Put your textures in the maps folder in a new folder called textures, and name them like -texturesname here-. )for some reason i get PHP errors when using brackets)
Thenn add the following code to the init.con file of your map:
However the sky will work now, the ground still looks dayish.
If you use Photoshop, you got 2 options to change that.
The first and -pain in th ass- one is to import all 6 textures into Photoshop. You now got 6 images in PS.
Duplicate the image on top and add a new layer. Color it with the bucket tool by using opacity of whatever percent...lets say 50% and a black color . You now have the texture of the copy darkened by using a new layer.
Now just drag the new layer on the other pics and use Ctr+E to combine them to one layer, then save em as .dds files.
The other way, or an alternative or even another adjustment ist, to just open the -detailmap.dds- file an darken it a bit, by useing PS's general funktions.
I personally bought a german copy of PS CS2 for 300 bucks, so i dont know what this funktion is called in engleeshe...in germany its just -Image-Adjustement-Brightness-
Be carefull. Darkening it too much, will make your ground look like coal.
The last thing will be to get the maps shadows into the right shape. Now just open the existing map in Battlecraft and adjust the shadows color like the skymap is colored at its bottom. Save it as Kursk Night and unpack it, to steal the shadows code.
Lets say this one:
_____________________________________
well now senshi wrote some things about the ambient color 'n stuff. Follow his steps, and you will be fine with the results.
So basicly its a few steps to a cool night map.
1. Darken the ground textures either by darkening the .dds labeled like "Tx00x00.dds" and so on or by darkening the detail.dds or even both.
These files are located in you maps directory in the Textures folder.
2. Add a costum sky
3. Adjust the ambient color and water color and everything senshi wrote about in the next post.
1. Theres no such thing as blue heaven and blue reflections at night in real life. (Never ever)
2. If you don't make real life look better, why fake it?
Let's say you want to make a night map of a vanilla one...maybe kursk or so.
1st you might want the skybox to be another one. Lets assume you already got one. (tutorial about creating skybox here: viewtopic.php?f=9&t=1021) Put your textures in the maps folder in a new folder called textures, and name them like -texturesname here-. )for some reason i get PHP errors when using brackets)
Thenn add the following code to the init.con file of your map:
Code: Select all
rem *** textureManager.alternativePath Texture/texturesname here
textureManager.alternativePath Texture/texturesname here
If you use Photoshop, you got 2 options to change that.
The first and -pain in th ass- one is to import all 6 textures into Photoshop. You now got 6 images in PS.
Duplicate the image on top and add a new layer. Color it with the bucket tool by using opacity of whatever percent...lets say 50% and a black color . You now have the texture of the copy darkened by using a new layer.
Now just drag the new layer on the other pics and use Ctr+E to combine them to one layer, then save em as .dds files.
The other way, or an alternative or even another adjustment ist, to just open the -detailmap.dds- file an darken it a bit, by useing PS's general funktions.
I personally bought a german copy of PS CS2 for 300 bucks, so i dont know what this funktion is called in engleeshe...in germany its just -Image-Adjustement-Brightness-
Be carefull. Darkening it too much, will make your ground look like coal.
The last thing will be to get the maps shadows into the right shape. Now just open the existing map in Battlecraft and adjust the shadows color like the skymap is colored at its bottom. Save it as Kursk Night and unpack it, to steal the shadows code.
Lets say this one:
Code: Select all
shadow.shadowColor 0.550000
Game.setViewDistance 400
Game.spawnPlayers 1
renderer.fogstart -20
renderer.fogend 150
well now senshi wrote some things about the ambient color 'n stuff. Follow his steps, and you will be fine with the results.
So basicly its a few steps to a cool night map.
1. Darken the ground textures either by darkening the .dds labeled like "Tx00x00.dds" and so on or by darkening the detail.dds or even both.
These files are located in you maps directory in the Textures folder.
2. Add a costum sky
3. Adjust the ambient color and water color and everything senshi wrote about in the next post.