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| Battlefield 2 - Map & Mod Development Discussion on the development of new maps and mods for Battlefield 2 |
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#1 (permalink) |
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Join Date: Oct 2003
Location: Charlotte, NC US
Age: 36
Posts: 495
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I came to the site today to make a post for help with a tool I'm thinking of starting and I see on the main page about a mapping contest. Incredible timing.
I'm nearing the end of my Masters degree in which I am concentrating in Computer Graphics. What I would like is some input into what would make a better Map Editor as I am trying to gear my thesis around some kind of Terrain/Map editor. The problem is just creating a map editor is not enough. There needs to be something about this editor that sets it apart from the rest. It needs to implement some technique you don't normally find in traditional editors. I'll give you a couple ideas of what I am looking for: 1) Slope indications: Within the BF2 Editor it is impossible to determine how steep slopes really are. There is a process one must go through to determine if a slope is too steep to walk or drive up. The editor should provide some indicator as to how steep slopes are. This should be an overlay that can be toggled on/off. 2) Road Tool: Creating roads can be a real pain, especially when you want to change major features under or around roads you have already placed. The road tool needs to be an additional layer 'on top of' the actual terrain. This will allow the user to move the road independently of the terrain. This will also allow modification to the terrain and still have to road carve out of the resulting terrain. Ideally I'm looking for features more like #1 as it deals more with Computer Graphics/Visualization, but new tools like #2 will also work. So as you all create your own maps, make note of features that would make your job easier. I appreciate any help, and hopefully I can create something useful for the next contest.
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flux [tg-c1] |
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#2 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
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Re: Ideas for a Mapping Tool
* The capability to create tunnels or overhangs.
Granted, the game engine needs to support this also.
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#3 (permalink) |
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Join Date: Oct 2003
Location: Charlotte, NC US
Age: 36
Posts: 495
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Yeah, keep in mind this editor is going to be generic but I hope to have "plugins" to allow game specific features.
I actually considered focusing the entire editor around being able to easily create tunnels. I have yet to figure out how to accomplish this The best I've come up with is to create the terrain as normal, and then have tools to do intersections with predefined/user defined objects. So if you intersected a cylinder into the side of a hill, the hill would have a hole cut into the side of it in the shape of the cylinder.And then there is the issue of the game engine supporting these types of meshes. The thing about rendering terrain is you generally only have a single height value for any given x,y coordinate, which makes generating the terrain very easy. Once you add tunnels, that simple algorithm can no longer be used. Great suggestion. You may have inspired me to continue in this direction
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flux [tg-c1] |
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#4 (permalink) |
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Join Date: Jul 2005
Posts: 722
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Re: Ideas for a Mapping Tool
please do,it can open up a cornicopia of new options in terms of map making
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"The Taoist sage has no ambitions, therefore he can never fail. He who never fails always succeeds. And he who always succeeds is all- powerful." -- Lao Tzu ingame name: Zuiquan1 |
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#5 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2005
Location: Gillette Stadium, Section 309, Row 12, Seat 24
Age: 33
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Re: Ideas for a Mapping Tool
Quote:
guess this explains why you can't have truely vertical surfaces either? (thinking SF-grapling hook) cool stuff! well.. not really cool.. but.. uh.. good to know |
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#6 (permalink) | |
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Join Date: Oct 2003
Location: Charlotte, NC US
Age: 36
Posts: 495
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Re: Ideas for a Mapping Tool
Quote:
Which brings up another very good point, how to texture caves. crap
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flux [tg-c1] |
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#8 (permalink) |
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Join Date: Oct 2003
Location: Charlotte, NC US
Age: 36
Posts: 495
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Re: Ideas for a Mapping Tool
Yeah, this is how it is traditionally handled. The problem with that is you still have to carve out an area for the "building", otherwise you get terrain sticking into your "building"/cave. Battlefield Vietnam used this technique as well as a few bf42 mods.
Using a "building" as a cave is definitely one way to go about it, but with this method you have to create a model, which is done outside the terrain editing tool. I was hoping to find some way of doing most of the work in the terrain tool. So anyway, I'm not looking for answers to problems, just the problems themselves Keep up the suggestions.
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flux [tg-c1] |
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#10 (permalink) |
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Join Date: Oct 2003
Location: Charlotte, NC US
Age: 36
Posts: 495
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Re: Ideas for a Mapping Tool
The features of this editor do not have to be supported by any one engine. I posted in this forum since we were having a mapping contest for BF2. But yes, if all you are interested in is a BF2 map editor then talking about caves and vertical cliffs is a moot point.
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flux [tg-c1] |
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#11 (permalink) | |
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Join Date: Jul 2005
Posts: 722
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Re: Ideas for a Mapping Tool
Quote:
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"The Taoist sage has no ambitions, therefore he can never fail. He who never fails always succeeds. And he who always succeeds is all- powerful." -- Lao Tzu ingame name: Zuiquan1 |
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#12 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,841
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Re: Ideas for a Mapping Tool
I'd also like to see randomized terrain generation.
__________________
| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#14 (permalink) |
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Join Date: Oct 2003
Location: Charlotte, NC US
Age: 36
Posts: 495
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Re: Ideas for a Mapping Tool
Yeah, I'm not inclined to do a full blown random generator, but maybe what I will do is allow you to select an area and add some noise to it. I'll have to play around with that. I find tools like Terragen add too much noise which creates annoying sharp 'hills' which you have to smooth out in the BF2 editor. So maybe I can add 'smooth' noise. But really I don't see that is being too useful.
So besides costing money, what do you have against the existing fractal terrain tools? Are they missing features too? I kinda like Terragen becuase it allows you to do an initial run by laying out major features by hand, and then add some randomness on top of that. I don't like trial and error method you have to use with it, but I'm fairly patient. Actually I'm remembering some ideas I had on this... Allow the user to draw major features. This could be done with different brush colors. So different colors could be assigned to features such as Mountain, River beds, rolling hills, flat areas. These would be layed down by the user in very broad strokes. Maybe even allow general height identification through color intensity. The tool would then allow you to generate fractal terrains consistent with your "Feature Mapping". I like this idea as it gives you more control over what you are generating as opposed to continually hitting Generate on the entire map which generates wildly different features. This way the major features stay somewhat the same.
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