Jälleen on tullut uusi BF2 Community Update, joka tällä kertaa keskittyy kenttäeditorissa tehtävään maaston muokkaamiseen ja maalaamiseen. Teksti julkaistiin EA:n BF2-sivuilla, mutta koko teksti on luettavissa myös tässä uutisessa. Ja näin homma onnistuu:
Today, Lawrence Brown (Battlefield Franchise's Mod Support Coordinator) passed us a short tutorial showing off the terrain painting feature found within the Battlefield 2 Editor. Looks like cool stuff to us. Read on:
In response to some early queries we've been getting from the Battlefield Community, I thought that it might be interesting for people to be able to see how we tackle terrain painting within the Battlefield 2 Editor. In the example below I’m going to create a small beach with some grass and a rocky area using the tools and explain as I go.
As with all Battlefield 2 modding, the first thing I do is open up the BF2 Editor. Then I switch to the Terrain Editor, and create new terrain.
[kuva]/~battlefi/ss/bf2/bf2_8_1.jpg[/kuva]
It doesn’t look like much yet. Notice the placeholder checkerboard pattern currently covering the terrain in the screen above. Next we'll sculpt the terrain a little bit to get a more desirable shape.
[kuva]/~battlefi/ss/bf2/bf2_8_2.jpg[/kuva]
Above I’ve actually done several things. Since there are no textures on the terrain yet, I’ve switched rendering to the "grid with texture" mode to get a sense of the landscape. As a side-note, there are many different rendering modes in the editor, allowing you to choose the best one for any particular circumstance. Next, I used the sculpting tools to make a depression for the lake, and lastly I set a few parameters for the water (in this case height and color).
Now that I have a more interesting layout, I’ll continue sculpting the beachfront and surrounding hills.
[kuva]/~battlefi/ss/bf2/bf2_8_3.jpg[/kuva]
Here I’ve made it a bit more interesting by enlarging the lake, smoothing out the beach area, adding some small bumps that will be rocks (you’ll be able to see them better in a minute), and also added some rolling hills in the background just to break things up. With that done, I will move on to the actual meat of the job, texturing.
To begin texturing I have to set up some texturing "layers". Layers are basically terrain texturing brushes made up of a base texture and a detail texture, which allows much more flexibility when painting. Here, Battlefield 2 brings a huge advantage to the table over Battlefield 1942 and Vietnam. In the previous titles, a modder was limited to one detail texture per map, so if you had a map consisting of both beach and grass, you were stuck with either using a beach detail texture on both the beach and the grass or using a grass detail texture on both the grass and the beach. This limitation no longer holds with Battlefield 2, so you can use one detail texture on the beach, another on the grass, a third for the rocks, and so on. The advantages of this will become clearer as we move forward.
Below I’ve switched to terrain painting mode. The window you see in the foreground on the left is a browser for selecting the detail texture for layer 1. (Many of you are probably already wondering if you can make your own custom textures...the answer is "Yes").
So here I’ve switched to terrain painting mode. The window you see in the foreground on the left is a browser for selecting the detail texture for layer 1. (Yes, you can even make your own custom textures).
[kuva]/~battlefi/ss/bf2/bf2_8_4.jpg[/kuva]
In the column on the right, you can see the 6 slots for layer combinations. So far I’ve only assigned the first one: the beach layer. Once I have created additional layers for the grass and the rocks, I'll be ready to paint.
Something else I should mention is that you assign your materials to the layers at the same time. Here’s a close-up of the column containing the layer assignments. Notice that next to "Material" is a drop-down box for selecting the proper material.
[kuva]/~battlefi/ss/bf2/bf2_8_5.jpg[/kuva]
The material you choose has lots of different effects on play, such as determining how much damage you take when falling or jumping onto the material as well as what effects to play when a vehicle wheel runs over something (e.g. dust flying up when you drive over sand, mud spraying out from tires when going through wet dirt, and so on).
Now that I’ve created all my texture layers, it’s time to paint. Below you can see the result of about five minutes of work:
[kuva]/~battlefi/ss/bf2/bf2_8_6.jpg[/kuva]
You may notice that the terrain texture appears at a fairly low resolution; this is just for optimization purposes within the Editor.
The important take-away is that in a very short period of time I’ve painted a beach, grass, rocks, and even some distant hills. Now let’s take a slightly deeper look at those detail textures I mentioned earlier.
[kuva]/~battlefi/ss/bf2/bf2_8_7.jpg[/kuva]
Detail textures are only visible when you’re close to the surface (just like in real life). Above you can see the line between the beach and the grass (notice the wavy pattern of the sand that stops once it reaches the grass, where the grass detail takes over). This is a perfect example of how a user can get two detail textures into the same map.
One last thing to remember is that this demonstration only covers a basic painting technique -- there are many other tools available in the BF2 Editor.
Before this map is finished, I would apply undergrowth (grass) and overgrowth (trees), adjust the sky and fog settings, and paint additional custom color patches into areas around the map. Finally, once all the static objects were placed, terrain shadows would be generated (these especially bring the map to life).
I hope you have gained a small appreciation for the level of control a mapper has in BF2, today. Stay tuned for future updates in which I’ll be showing off more Editor features, basic and advanced.
For now
-Lawrence Brown
-Battlefield Mod Support Coordinator
Today, Lawrence Brown (Battlefield Franchise's Mod Support Coordinator) passed us a short tutorial showing off the terrain painting feature found within the Battlefield 2 Editor. Looks like cool stuff to us. Read on:
In response to some early queries we've been getting from the Battlefield Community, I thought that it might be interesting for people to be able to see how we tackle terrain painting within the Battlefield 2 Editor. In the example below I’m going to create a small beach with some grass and a rocky area using the tools and explain as I go.
As with all Battlefield 2 modding, the first thing I do is open up the BF2 Editor. Then I switch to the Terrain Editor, and create new terrain.
[kuva]/~battlefi/ss/bf2/bf2_8_1.jpg[/kuva]
It doesn’t look like much yet. Notice the placeholder checkerboard pattern currently covering the terrain in the screen above. Next we'll sculpt the terrain a little bit to get a more desirable shape.
[kuva]/~battlefi/ss/bf2/bf2_8_2.jpg[/kuva]
Above I’ve actually done several things. Since there are no textures on the terrain yet, I’ve switched rendering to the "grid with texture" mode to get a sense of the landscape. As a side-note, there are many different rendering modes in the editor, allowing you to choose the best one for any particular circumstance. Next, I used the sculpting tools to make a depression for the lake, and lastly I set a few parameters for the water (in this case height and color).
Now that I have a more interesting layout, I’ll continue sculpting the beachfront and surrounding hills.
[kuva]/~battlefi/ss/bf2/bf2_8_3.jpg[/kuva]
Here I’ve made it a bit more interesting by enlarging the lake, smoothing out the beach area, adding some small bumps that will be rocks (you’ll be able to see them better in a minute), and also added some rolling hills in the background just to break things up. With that done, I will move on to the actual meat of the job, texturing.
To begin texturing I have to set up some texturing "layers". Layers are basically terrain texturing brushes made up of a base texture and a detail texture, which allows much more flexibility when painting. Here, Battlefield 2 brings a huge advantage to the table over Battlefield 1942 and Vietnam. In the previous titles, a modder was limited to one detail texture per map, so if you had a map consisting of both beach and grass, you were stuck with either using a beach detail texture on both the beach and the grass or using a grass detail texture on both the grass and the beach. This limitation no longer holds with Battlefield 2, so you can use one detail texture on the beach, another on the grass, a third for the rocks, and so on. The advantages of this will become clearer as we move forward.
Below I’ve switched to terrain painting mode. The window you see in the foreground on the left is a browser for selecting the detail texture for layer 1. (Many of you are probably already wondering if you can make your own custom textures...the answer is "Yes").
So here I’ve switched to terrain painting mode. The window you see in the foreground on the left is a browser for selecting the detail texture for layer 1. (Yes, you can even make your own custom textures).
[kuva]/~battlefi/ss/bf2/bf2_8_4.jpg[/kuva]
In the column on the right, you can see the 6 slots for layer combinations. So far I’ve only assigned the first one: the beach layer. Once I have created additional layers for the grass and the rocks, I'll be ready to paint.
Something else I should mention is that you assign your materials to the layers at the same time. Here’s a close-up of the column containing the layer assignments. Notice that next to "Material" is a drop-down box for selecting the proper material.
[kuva]/~battlefi/ss/bf2/bf2_8_5.jpg[/kuva]
The material you choose has lots of different effects on play, such as determining how much damage you take when falling or jumping onto the material as well as what effects to play when a vehicle wheel runs over something (e.g. dust flying up when you drive over sand, mud spraying out from tires when going through wet dirt, and so on).
Now that I’ve created all my texture layers, it’s time to paint. Below you can see the result of about five minutes of work:
[kuva]/~battlefi/ss/bf2/bf2_8_6.jpg[/kuva]
You may notice that the terrain texture appears at a fairly low resolution; this is just for optimization purposes within the Editor.
The important take-away is that in a very short period of time I’ve painted a beach, grass, rocks, and even some distant hills. Now let’s take a slightly deeper look at those detail textures I mentioned earlier.
[kuva]/~battlefi/ss/bf2/bf2_8_7.jpg[/kuva]
Detail textures are only visible when you’re close to the surface (just like in real life). Above you can see the line between the beach and the grass (notice the wavy pattern of the sand that stops once it reaches the grass, where the grass detail takes over). This is a perfect example of how a user can get two detail textures into the same map.
One last thing to remember is that this demonstration only covers a basic painting technique -- there are many other tools available in the BF2 Editor.
Before this map is finished, I would apply undergrowth (grass) and overgrowth (trees), adjust the sky and fog settings, and paint additional custom color patches into areas around the map. Finally, once all the static objects were placed, terrain shadows would be generated (these especially bring the map to life).
I hope you have gained a small appreciation for the level of control a mapper has in BF2, today. Stay tuned for future updates in which I’ll be showing off more Editor features, basic and advanced.
For now
-Lawrence Brown
-Battlefield Mod Support Coordinator
MAINOS
MAINOS
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26.02.2005 14:46
#1
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