SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Sereja on July 05, 2015, 07:11:41 AM

Title: [WIP] Umbara: Shadow Forest
Post by: Sereja on July 05, 2015, 07:11:41 AM
So yes, this my Umbara project, which perhaps, I may start to make.

Umbara, is the dark jungle planet, from Clone Wars series. The enviroment of this forest, have very "alien" looks, and give to the map, some unique charm. So, let's see what this beauty project may looks:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs14.postimg.org%2Fz3wzscsg1%2Fumbpic_01.jpg&hash=564b5cf77fe0952e605812a2f15dec62e6293f17)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2F4tkh3pixb%2Fumbpic_02.jpg&hash=51d1a5bb414db30913e37dc7bba405fd8fb017c9)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs4.postimg.org%2Fn6p0sucul%2Fumbpic_03.jpg&hash=d74f838f02e39f9e8483918c74c9e28b99483701)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs13.postimg.org%2Fdzna99dtj%2Fumbpic_04.jpg&hash=0063cf8cb1046777b198a4e1ce594486728c0988)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs15.postimg.org%2F45phpaf1n%2Fumbpic_05.jpg&hash=ddbb0c4e98088590e1cb2304902275df215fcb3e)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs28.postimg.org%2F6273vw12l%2Fumbpic_06.jpg&hash=ecb5b8942d3f92aad445eb901d2771fc83e24d45)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs7.postimg.org%2Fntaqoor9n%2Fumbpic_07.jpg&hash=6b14086d3e3ea4106020d8ebb498a443049e6be0)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs22.postimg.org%2Ffp5xavllt%2Fumbpic_08.jpg&hash=ccde2a427cfdca897900e317db663544a3b75424)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs10.postimg.org%2Fsqcygca3t%2Fumbpic_09.jpg&hash=209e82555f4f0820275b54cb73445e6032ea8b73)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs7.postimg.org%2F86o2p22vf%2Fumbpic_10.jpg&hash=d38b54ac874eb5d40599d560bdd8a2dbebb6bdc8)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs27.postimg.org%2Frmuv2ce1v%2Fumbpic_11.jpg&hash=121da727a08c165ca8f9208fd5086c97fd4e0938)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs16.postimg.org%2Fvikhku185%2Fumbpic_12.jpg&hash=739932ef08ee74a5920f026ba2ccfe080fda90d7)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs23.postimg.org%2F3l94nzgyz%2Fumbpic_13.jpg&hash=43fb4c503ce01ee971db0d11b93c9d56ceccb683)[/spoiler]
The dark forest look's nice, and walking around there, is very exiting ::). The trees, was maded with Scultpris, and finished with XSI, so it was some kind of solvation for making unsimmetrical, living nature models. I am also add some jungle sound for this, so the enviroment looks totaly "alive". The forest area, include highway, since it will the main part of my map, and it will be the place, where the all action happens. Unfortunaly, the umbaran airbase, which also was placed there, will be only "take off" place. It's huge and have lot of empty space in central area, so long runing thru it, could be bored :sick:. The game, didn't let me to have more then 16 CP's, and this well maded place will be mostly out of action. Perhaps it's deserve it's own map, like "Umbara: Airbase" or so.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs10.postimg.org%2Fhn2j283l5%2Fumbpic_14.jpg&hash=6435eb779535426fd962fa45644f51a25d040b01)[/spoiler]
For now, I will try to place more models and effect's, and to figure out why everything is crash all the way...  :confused:
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Phobos on July 05, 2015, 07:16:10 AM
This looks phenomenal!  :ph34r: I see another masterpiece in progress, the alien design and buildings look great, nice work! :tu:
Title: Re: [WIP] Umbara: Shadow Forest
Post by: JazzMaster on July 05, 2015, 07:31:19 AM
This is amazing, Sereja! I may have to pick up a copy of swbf1 just to play your maps. The air base looks incredible.

If you need an accurate Clone Z95 Headhunter with animations for this map, let me know. I can hook you up   ;)
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Snake on July 05, 2015, 07:47:24 AM
Why are you not getting paid to make maps yet?
Title: Re: [WIP] Umbara: Shadow Forest
Post by: 411Remnant on July 05, 2015, 10:55:39 AM
You know, if you ever get steam ill seriously buy you star wars battlefront 2  so we can get some awesome maps on there to.
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Sereja on July 05, 2015, 02:41:01 PM
Thank's, I will try to make this map not just beauty, but also playable, and it's always much harder...
Quote from: Snake on July 05, 2015, 07:47:24 AM
Why are you not getting paid to make maps yet?
A copyrights agreement perhaps.  :whip:
Quote from: 411Remnant on July 05, 2015, 10:55:39 AM
You know, if you ever get steam ill seriously buy you star wars battlefront 2  so we can get some awesome maps on there to.
Actualy, I have SWBF2, but modding is too complicated for me, and I like to play SWBF1 much more :shrug:.
Quote from: JazzMaster on July 05, 2015, 07:31:19 AM
This is amazing, Sereja! I may have to pick up a copy of swbf1 just to play your maps. The air base looks incredible.

If you need an accurate Clone Z95 Headhunter with animations for this map, let me know. I can hook you up   ;)
Well, this game, is realy deserve to be installed. I am afraid, the low visibility range, and lot of obstacles, make this map not realy comfortable for fighters. Only "helicopter like" flyers, like LAAT, may survive in such jungle long enough.
  Ah, I remember to try animate your y-wing. I guess it's still in progress.  8)
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Ginev on July 08, 2015, 04:18:13 AM
This is better than the guy who created such map for BAttlefront 2.Amazing job and amazing models.
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Sereja on July 08, 2015, 06:36:21 AM
Thank's, especialy if those guy using some of my models.  ;)
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Kit Fisto on July 08, 2015, 04:17:21 PM
Oh my goodness this is amazing!!!! The moment I saw those episodes of TCW I thought it would make an excellent SWBF map and now you've done it!

I absolutely can not wait to play this!!!
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Snake on July 11, 2015, 02:27:25 PM
Kit Fisto lives!
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Kit Fisto on July 11, 2015, 03:16:44 PM
Quote from: Snake on July 11, 2015, 02:27:25 PM
Kit Fisto lives!
Sereja's maps bring me out of my coffin!
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Sereja on July 14, 2015, 04:55:25 PM
This little update, is surely makes Umbara, even more realistic. Perhaps, one of the most exotic vehicle, I ever made:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi57.fastpic.ru%2Fbig%2F2015%2F0715%2Fbf%2F51ba08e908837cede63406dd5e999abf.jpg&hash=23806c38647b0582dfaed2d500878e415b015fb2)[/spoiler]
It's realy cute, I guess...
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Led on July 14, 2015, 05:36:07 PM
Wow!   :ohmy:
Title: Re: [WIP] Umbara: Shadow Forest
Post by: {TCE}Call-of-Duty on July 14, 2015, 05:57:38 PM
 :o That's it, I'm done. :worship: :worship:
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Snake on July 14, 2015, 07:15:57 PM
Speechless..
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Dark_Phantom on July 15, 2015, 05:42:18 PM
When I think I've seen the best... he just keeps coming with more amazing stuff!
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Sereja on July 27, 2015, 06:15:21 AM
Have a nice flight!
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs16.postimg.org%2Fxrr0gg7sl%2Fumbpic_16.jpg&hash=67d8f5c0350aaa500486d80dd6795e64afbf1de4)[/spoiler]
The map, is almost ready for play, and in exception of some rarely annoying crash bugs :whip: its looks pretty playable to me. I try to decrease almost all of the effects, but perhaps, the map is just too big... If somebody wish to test it - pm me.
Release of the "Umbara: Shadow Forest", may happens in about few days, I guess. Don't miss the premiere.  ;)
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Helios on July 27, 2015, 06:58:56 AM
this looks amazing sereja!!!!!
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Phobos on July 27, 2015, 12:08:24 PM
Quote from: Sereja on July 27, 2015, 06:15:21 AM
The map, is almost ready for play, and in exception of some rarely annoying crash bugs
[spoiler]I think missing effects might cause some crashes
QuoteMessage Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Explosion.cpp(276)
Explosion "imp_weap_inf_remotedroid2_exp2" missing effect "umb_sfx_millicreep_exp_sm"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Explosion.cpp(276)
Explosion "umb_weap_inf_poisonthrower_exp" missing effect "com_sfx_inf_damage_poison"

This could also cause crashes, the total team spawn count and unit counts mismatching
QuoteMessage Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(166)
AddUnitClass lua script command specifies too many units for team !

This will likely cause crash, missing weapons
QuoteMessage Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\EntityDroid.cpp(1316)
Droid "rep_weap_inf_remotedroid2_ord" weapon 2 "rep_weap_inf_orbital_attack" not found

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\WeaponDispenser.cpp(373)
Dispenser missing entity class "all_weap_inf_remote_charge_dispenser2_ord"

Some geometry bugs, possibly crash
QuoteMessage Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1746)
Weapon "imp_weap_inf_probedroid_blaster" missing geometry "l5r_weap_t21"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1760)
Weapon "imp_weap_inf_probedroid_blaster" missing high res geometry "l5r_weap_t21"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1746)
Weapon "imp_weap_inf_probedroid_blaster" missing geometry "l5r_weap_t21"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1760)
Weapon "imp_weap_inf_probedroid_blaster" missing high res geometry "l5r_weap_t21"

Not sure if these will cause crash
QuoteMessage Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP3"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\HintManager.cpp(201)
Hint references nonexistant command post "CP3"

Idk about this memorypool, haven't seen it before
QuoteMessage Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "WalkerBlendUnit" is full; raise count to at least 60

Also try adding these lines to the mission LUA
QuoteSetMemoryPoolSize("Aimer", 500)
SetMemoryPoolSize("EntityLight", 500)
SetMemoryPoolSize("Obstacle", 999)
SetMemoryPoolSize("TreeGridStack", 999)
[/spoiler]

This map is really awesome! A true masterpiece  :cheers:
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FoSHUKO2.png&hash=a2367093ab7a9f51087574811e08b3f38bef8cde)
Title: Re: [WIP] Umbara: Shadow Forest
Post by: RepComm on July 27, 2015, 01:28:37 PM
I can only re-iterate what DP said.. You just keep amazing us with something new and better every time we think we've seen the best.
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Led on July 27, 2015, 04:19:35 PM
Someone should show this to Psych0fred  ;)
Title: Re: [WIP] Umbara: Shadow Forest
Post by: TheGangstarTY on July 27, 2015, 04:40:27 PM
I don't think I've got around to playing any of your maps yet but I've heard a lot of amazing talk about your fantastic map making skills. By the looks of this, it's going to be one of the best maps I'll ever play!
Also I have a question about this particular image:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs22.postimg.org%2Ffp5xavllt%2Fumbpic_08.jpg&hash=ccde2a427cfdca897900e317db663544a3b75424)[/spoiler]
Is this going to be like Sarlacc Pit in Tatooine: Dune Sea? By the looks, it has the same animation of when the little leg things grab a soldier and drag them down.
I can't wait until this is finished! It looks brilliant! Well done  :tu:
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Sereja on July 28, 2015, 04:05:28 PM
Thank's! I like to making beauty maps.  8)  Let's hope the gameplay also will be fun.
Quote from: Led on July 27, 2015, 04:19:35 PM
Someone should show this to Psych0fred  ;)
Yes, I guess, this game lives far beyond than its creators may foresee...
[spoiler]
QuoteMessage Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\EntityDroid.cpp(1316)
Droid "rep_weap_inf_remotedroid2_ord" weapon 2 "rep_weap_inf_orbital_attack" not found

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\WeaponDispenser.cpp(373)
Dispenser missing entity class "all_weap_inf_remote_charge_dispenser2_ord"
[/spoiler]
This is weird, because the weapon is exist, and can be used in game, so SPTest just lied to us.
Quote from: Phobos on July 27, 2015, 12:08:24 PMThis could also cause crashes, the total team spawn count and unit counts mismatching
[spoiler]
QuoteMessage Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(166)
AddUnitClass lua script command specifies too many units for team !
[/spoiler]
I do not know what this mean, and specialy how to fix this, but SPTest talking about that in each of my maps...  :shrug:
Any other things was fixed, I guess. Anyway, I think that was non critical errors, or the game could crash each time as it starts. The reason is surely effects overloads. It's sadly, there is no line for increasing effects slot... :(
Quote from: TheGangstarTY on July 27, 2015, 04:40:27 PM
Also I have a question about this particular image:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs22.postimg.org%2Ffp5xavllt%2Fumbpic_08.jpg&hash=ccde2a427cfdca897900e317db663544a3b75424)[/spoiler]
Is this going to be like Sarlacc Pit in Tatooine: Dune Sea? By the looks, it has the same animation of when the little leg things grab a soldier and drag them down.
Yes, it have Sarlacc animation, because it is Sarlacc tentacles.
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Phobos on July 29, 2015, 10:40:21 AM
Quote from: Sereja on July 28, 2015, 04:05:28 PM
This is weird, because the weapon is exist, and can be used in game, so SPTest just lied to us.[spoiler][/spoiler]
I do not know what this mean, and specialy how to fix this, but SPTest talking about that in each of my maps...  :shrug:
Any other things was fixed, I guess. Anyway, I think that was non critical errors, or the game could crash each time as it starts. The reason is surely effects overloads. It's sadly, there is no line for increasing effects slot... :(Yes, it have Sarlacc animation, because it is Sarlacc tentacles.
If you can send your mission LUA I'll double check to see what might be causing this. Sometimes you will get this error if using "allied locals" but it doesn't always crash. Effect overload could be causing this crash, I will test the map on a server later. Too bad we cannot increase limits for effects and model memory. This map is extremely fun!
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Isaac1138 on July 29, 2015, 12:22:32 PM
Looks great!  speechless...and somehow this map isn't going over the "Battlefront level limit".  It has better graphics then the bf2 version as well as more assets. 

"May I request an idea of a possible next map after this, a Bespin level accurate to the Episode V scenes.  It has always been a dream of mine!  Keep up the good work."
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Sereja on July 30, 2015, 01:58:49 AM
Quote from: Isaac1138 on July 29, 2015, 12:22:32 PM
Looks great!  speechless...and somehow this map isn't going over the "Battlefront level limit".  It has better graphics then the bf2 version as well as more assets. 
Well, about "BF2" graphics, I must say, about the "secret" of such a good looking screenshots. I am use ENB addon, so it makes BF2 style blurs, glows, enlightments etc. Actualy any of your map, may looks the same, if you download it, and fixing correct settings for it.
Quote from: Isaac1138 on July 29, 2015, 12:22:32 PM
"May I request an idea of a possible next map after this, a Bespin level accurate to the Episode V scenes.  It has always been a dream of mine!  Keep up the good work."
Well, the better way to bring your dream in life - it's start modding by yourself. ;) I do not know if I may have a chance to finish even any else of my mod maps at all.  :D
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Phobos on July 30, 2015, 10:10:07 AM
Quote from: Sereja on July 30, 2015, 01:58:49 AM
Well, about "BF2" graphics, I must say, about the "secret" of such a good looking screenshots. I am use ENB addon, so it makes BF2 style blurs, glows, enlightments etc. Actualy any of your map, may looks the same, if you download it, and fixing correct settings for it.Well, the better way to bring your dream in life - it's start modding by yourself. ;) I do not know if I may have a chance to finish even any else of my mod maps at all.  :D
I have the ENB addon but the effects look horrible on my PC. Perhaps my INI file is not set up properly, can you send the one you are using?

heres mine
[PROXY]
EnableProxyLibrary=0
InitProxyFunctions=1
ProxyLibrary=

[GLOBAL]
UseEffect=1
AlternativeDepth=1
AllowAntialias=0
BugFixMode=0
SkipShaderOptimization=0
QuadVertexBuffer=0
EnableShaders_3_0=1
AdditionalConfigFile=
UseMRTRendering=0
ForceNVidiaCard=false
ForceNVidiaCaps=false
CyclicConfigReading=false

[EFFECT]
EnableBloom=0
EnableOcclusion=0
EnableReflection=0
EnableMotionBlur=1
EnableWater=1
EnableShadow=0
DepthBias=0
EnableDepthOfField=0

[INPUT]
KeyUseEffect=123
KeyBloom=120
KeyOcclusion=121
KeyReflection=122
KeyCombination=16
KeyShadow=119
KeyWater=118
KeyScreenshot=44
KeyShowFPS=106
KeyAmbientOcclusion=121

[REFLECTION]
ReflectionPower=80
ChromePower=90
UseCurrentFrameReflection=1
ReflectionQuality=0
ReflectionSourceSpecular=70
ReflectionSourceTFactor=70
UseAdditiveReflection=1
ReflectionDepthBias=100
UseLowResReflection=0
ReflectionSinglePass=1
UseEnvBump=0
EnvBumpAmount=50
EnvBumpOffset=50
ReflectionFlip=0

[BLOOM]
BloomPowerDay=4
BloomFadeTime=400
BloomConstantDay=3
BloomQuality=0
BloomScreenLevelDay=50
BloomCurveDay=4
BloomPowerNight=10
BloomConstantNight=5
BloomCurveNight=4
BloomScreenLevelNight=20
BloomAdaptationScreenLevel=80
BloomAdaptationMultiplier=20
BloomAllowOversaturation=0
BloomMaxLimit=100
BlueShiftAmount=1.0
Radius1=3.0
Radius2=3.0
Contrast=1.0

[SSAO]
UseFilter=0
OcclusionQuality=0
FilterQuality=0
DarkeningLevel=50
BrighteningLevel=60
IlluminationLevel=50
AdditiveIlluminationLevel=20
UseAmbientOcclusion=0
UseIndirectLightning=0
FadeDistance=40
UseForAlphaTest=0
UseForAlphaBlend=0
UseIndirectLighting=0
UseNoiseRandomization=0

[COLORCORRECTION]
DarkeningAmountDay=0
ScreenLevelDay=50
ScreenLevelNight=20
DarkeningAmountNight=-30
GammaCurveDay=5
GammaCurveNight=4
ColorSaturationDay=-3
ColorSaturationNight=-3
UsePaletteTexture=0

[PLUGIN]
WeatherMod=0

[WATER]
UseWaterDeep=1
WaterDeepness=250
WaterQuality=2

[SHADOW]
ShadowFadeStart=50
ShadowFadeEnd=100
ShadowAmountDay=100
ShadowAmountNight=50
ShadowScreenLevelDay=100
ShadowScreenLevelNight=50
ShadowQuality=0
UseShadowFilter=1
FilterQuality=0
ShadowBlurRange=20

[ENGINE]
ForceAnisotropicFiltering=0
MaxAnisotropy=8
ForceDisplayRefreshRate=0
DisplayRefreshRateHz=60
ForceDisplaySize=false
ForceAntialiasing=false
AntialiasingQuality=0
AntialiasingUpScale=1.0
DisplayWidth=1280
DisplayHeight=800

[MOTIONBLUR]
MotionBlurQuality=0
MotionBlurVelocity=8
MotionBlurRotation=8

[PERPIXELLIGHTING]
SpecularColorMin=10
SpecularColorMax=100
SpecularColorMultiplier=100
SpecularGlossinessMin=0
SpecularGlossinessMax=100
SpecularGlossinessMultiplier=100

[DEPTHOFFIELD]
DOFQuality=0
DOFNumberOfPasses=1
DOFFocusRange=1000
DOFBlurinessRange=50
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Isaac1138 on July 30, 2015, 10:28:57 AM
Quote from: Sereja on July 30, 2015, 01:58:49 AM
Well, the better way to bring your dream in life - it's start modding by yourself. ;)

yeah I tried making a map for bf2, didn't work out so well,  :td:
I read the instructions on Gametoast, helped me somewhat in the begining then it got confusing for me.


Quote from: Sereja on July 30, 2015, 01:58:49 AMI do not know if I may have a chance to finish even any else of my mod maps at all.  :D

What other projects are u planing?
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Sereja on July 31, 2015, 03:46:21 AM
Here the correct (in my test) ENB settuings:
[spoiler][PROXY]
EnableProxyLibrary=0
InitProxyFunctions=1
ProxyLibrary=

[GLOBAL]
UseEffect=1
AlternativeDepth=1
AllowAntialias=0
BugFixMode=0
SkipShaderOptimization=0
QuadVertexBuffer=0
EnableShaders_3_0=1
AdditionalConfigFile=
UseMRTRendering=0
ForceNVidiaCard=false
ForceNVidiaCaps=false
CyclicConfigReading=false

[EFFECT]
EnableBloom=1
EnableOcclusion=0
EnableReflection=1
EnableMotionBlur=0
EnableWater=1
EnableShadow=0
DepthBias=0
EnableDepthOfField=1

[INPUT]
KeyUseEffect=123
KeyBloom=120
KeyOcclusion=121
KeyReflection=122
KeyCombination=16
KeyShadow=119
KeyWater=118
KeyScreenshot=44
KeyShowFPS=106
KeyAmbientOcclusion=121

[REFLECTION]
ReflectionPower=80
ChromePower=90
UseCurrentFrameReflection=1
ReflectionQuality=0
ReflectionSourceSpecular=70
ReflectionSourceTFactor=70
UseAdditiveReflection=1
ReflectionDepthBias=100
UseLowResReflection=0
ReflectionSinglePass=1
UseEnvBump=1
EnvBumpAmount=50
EnvBumpOffset=50
ReflectionFlip=0

[BLOOM]
BloomPowerDay=4
BloomFadeTime=400
BloomConstantDay=3
BloomQuality=0
BloomScreenLevelDay=50
BloomCurveDay=4
BloomPowerNight=10
BloomConstantNight=5
BloomCurveNight=4
BloomScreenLevelNight=20
BloomAdaptationScreenLevel=80
BloomAdaptationMultiplier=20
BloomAllowOversaturation=0
BloomMaxLimit=100
BlueShiftAmount=1.0
Radius1=3.0
Radius2=3.0
Contrast=1.0

[SSAO]
UseFilter=1
OcclusionQuality=0
FilterQuality=0
DarkeningLevel=50
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IlluminationLevel=50
AdditiveIlluminationLevel=20
UseAmbientOcclusion=0
UseIndirectLightning=0
FadeDistance=40
UseForAlphaTest=0
UseForAlphaBlend=0
UseIndirectLighting=0
UseNoiseRandomization=0

[COLORCORRECTION]
DarkeningAmountDay=0
ScreenLevelDay=7
ScreenLevelNight=5
DarkeningAmountNight=-6
GammaCurveDay=1
GammaCurveNight=1
ColorSaturationDay=0
ColorSaturationNight=0
UsePaletteTexture=1

[PLUGIN]
WeatherMod=1

[WATER]
UseWaterDeep=1
WaterDeepness=250
WaterQuality=0

[SHADOW]
ShadowFadeStart=50
ShadowFadeEnd=100
ShadowAmountDay=100
ShadowAmountNight=50
ShadowScreenLevelDay=100
ShadowScreenLevelNight=50
ShadowQuality=0
UseShadowFilter=1
FilterQuality=0
ShadowBlurRange=20

[ENGINE]
ForceAnisotropicFiltering=0
MaxAnisotropy=8
ForceDisplayRefreshRate=0
DisplayRefreshRateHz=60
ForceDisplaySize=false
ForceAntialiasing=false
AntialiasingQuality=0
AntialiasingUpScale=1.0
DisplayWidth=1280
DisplayHeight=800

[MOTIONBLUR]
MotionBlurQuality=0
MotionBlurVelocity=4
MotionBlurRotation=4

[PERPIXELLIGHTING]
SpecularColorMin=10
SpecularColorMax=100
SpecularColorMultiplier=100
SpecularGlossinessMin=0
SpecularGlossinessMax=100
SpecularGlossinessMultiplier=100

[DEPTHOFFIELD]
DOFQuality=0
DOFNumberOfPasses=1
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[/spoiler]

Unfortunately, because of lack of the free space on my PC, some of my early unfinished projects, like "Coruscant: Entertaiment District", "Raxus Prime: Junkyard" "Yavin IV: Jungle", "Kashyyyk: Bridge", Tatooine: Race Track", "Naboo: Royal Palace", "Imperial Cruiser: Hangars" was deleted. They wasn't realy succesful (in those times I was only a beginner in modding), but they could be resurected. Among non deleted yet projects, I have only "Endor: Ewok Willage", and "Yavin IV: Ocean of Storms" (dogfight style map, for testing my  fighters).
Quote from: Isaac1138 on July 30, 2015, 10:28:57 AM
yeah I tried making a map for bf2, didn't work out so well,  :td:
I read the instructions on Gametoast, helped me somewhat in the begining then it got confusing for me.
Modding for BF2, is a very complicated and bored thing. After reading instructions, I am also tired with this. Making beauty maps for BF1, is much more easy.
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Isaac1138 on July 31, 2015, 08:38:52 AM
Quote from: Sereja on July 31, 2015, 03:46:21 AMUnfortunately, because of lack of the free space on my PC, some of my early unfinished projects

looks like you could use a backup hardrive.

Naboo Royal Palace would have been a good one!
Title: Re: [WIP] Umbara: Shadow Forest
Post by: MissingTexture on July 31, 2015, 08:35:48 PM
This is exciting! Will you be releasing the models used for the map alongside the release?
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Isaac1138 on August 02, 2015, 01:21:54 PM
did you fix all the crashing issues yet?
Title: Re: [WIP] Umbara: Shadow Forest
Post by: RepComm on August 02, 2015, 08:41:08 PM
Quote from: Isaac1138 on August 02, 2015, 01:21:54 PM
did you fix all the crashing issues yet?
He'll probably post when that happens. I recommend not asking silly questions.
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Sereja on August 03, 2015, 03:28:07 AM
Well, I believe the uplading assets, it's actualy make sence. It's always good to have reserve copy of your own maps. But usualy they may be uploaded only after the map release. For me, it's also a question of the free space on my PC.
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Isaac1138 on August 03, 2015, 07:46:14 AM
Quote from: -RepubliqueCmdr- on August 02, 2015, 08:41:08 PM
He'll probably post when that happens. I recommend not asking silly questions.

:confused: no not really.
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Sereja on August 03, 2015, 03:50:29 PM
Quote from: Isaac1138 on August 02, 2015, 01:21:54 PM
did you fix all the crashing issues yet?
I do not know yet. I decreased effects, and make count 24 units per team instead of 26. But, it may crash about once per 4-5 trials. The average time of gameplay takes about 30 min. So it is mean, I need to play about 2-3 hours per day, or even much much more. I just haven't enogh free time to test it again and again. :sleep:
Title: Re: [WIP] Umbara: Shadow Forest
Post by: SleepKiller on August 06, 2015, 07:49:59 AM
I'll never understand how you get such an old game looking so good. Phenomenal as always.
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Sereja on August 07, 2015, 03:22:49 AM
Thanks!  :) The  same mystery is for me... :blink:
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Isaac1138 on August 09, 2015, 12:17:30 PM
I'm pretty anxious to play this map :moo:
Title: Re: [WIP] Umbara: Shadow Forest
Post by: jsph_rb on August 19, 2015, 09:58:00 AM
For some reason the level crashes everytime I try to play it.  :(
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Ultimo on August 19, 2015, 10:06:52 AM
Quote from: jsph_rb on August 19, 2015, 09:58:00 AM
For some reason the level crashes everytime I try to play it.  :(

Remove the map from your game and follow the steps for installation one more time. Maybe it will be fixed??
Sorry if that didn't help
Title: Re: [WIP] Umbara: Shadow Forest
Post by: DEVISS on August 24, 2015, 01:47:40 PM
its proyect is working on still?
Title: Re: [WIP] Umbara: Shadow Forest
Post by: RepComm on August 24, 2015, 04:01:15 PM
Nope, its done:
http://www.swbfgamers.com/index.php?topic=9597.0
Title: Re: [WIP] Umbara: Shadow Forest
Post by: DEVISS on August 25, 2015, 11:10:15 AM
Quote from: -RepubliqueCmdr- on August 24, 2015, 04:01:15 PM
Nope, its done:
http://www.swbfgamers.com/index.php?topic=9597.0
oh thanks sir :D do you know if its same version than released assets from map? (i should ask to the author really?)
Title: Re: [WIP] Umbara: Shadow Forest
Post by: Sereja on August 29, 2015, 10:20:09 AM
Yes, the assets is from released version.
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