[Map] Karez Offensive (4km) [WIP]
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Re: [Map] Karez Offensive (4km) [WIP]
http://img62.imageshack.us/img62/8475/karez111.png
Working on my AASv4. After the experience gatherd at the events. Will have one final test over a weekend soon.
The tricky part is to make it all work, but i am sure i will complete it.
Final lightmaps are done... FINALLY.
Working on my AASv4. After the experience gatherd at the events. Will have one final test over a weekend soon.
The tricky part is to make it all work, but i am sure i will complete it.
Final lightmaps are done... FINALLY.
Xact Wicca is The Joker. That is all.
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Re: [Map] Karez Offensive (4km) [WIP]
lol what are going to be the names of the CPs?
Hill 1, Hill 2, Hill 3?
Hill 1, Hill 2, Hill 3?
Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Re: [Map] Karez Offensive (4km) [WIP]
Wicca....are you sure you've set ur AASv4 up right?
CPs connected by a black line have the same SSGID, which means whatever your #CPs number says will make one or more of them appear in that route.
I can see a bunch of flags throughout the entire map connected, that means you won't have a progressive selection, but a somewhat completely random order to flags. Like a flag that is nearer or further away than the logical location might be selected instead of the flag a team has to pass through to get to the active flag.
I recommend greatly setting up a Photoshop PSD on your minimap with your plan in detail, labelling each CP with teh required SSGIDs on different layers (so you can see 1 route at a time) to make a better AASv4
CPs connected by a black line have the same SSGID, which means whatever your #CPs number says will make one or more of them appear in that route.
I can see a bunch of flags throughout the entire map connected, that means you won't have a progressive selection, but a somewhat completely random order to flags. Like a flag that is nearer or further away than the logical location might be selected instead of the flag a team has to pass through to get to the active flag.
I recommend greatly setting up a Photoshop PSD on your minimap with your plan in detail, labelling each CP with teh required SSGIDs on different layers (so you can see 1 route at a time) to make a better AASv4
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Re: [Map] Karez Offensive (4km) [WIP]
Sorry. I just placed the flags there I have not organized them yet. But I will soon. It seems quite simple after reading it.
Xact Wicca is The Joker. That is all.
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Re: [Map] Karez Offensive (4km) [WIP]
Ok ive set up the SGIDs, now i run the map, and it crashes at 63 percent... What did I forget to do?
Xact Wicca is The Joker. That is all.
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Re: [Map] Karez Offensive (4km) [WIP]
63% is usually when it loads textures. Have you run it in windowed mode to see if you get an error?
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Re: [Map] Karez Offensive (4km) [WIP]
I forgot the shortcut for windowed...
is it +fullscreen 0 +szx 1024 +szy 768
is it +fullscreen 0 +szx 1024 +szy 768
Xact Wicca is The Joker. That is all.
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Re: [Map] Karez Offensive (4km) [WIP]
Xact Wicca is The Joker. That is all.
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Re: [Map] Karez Offensive (4km) [WIP]
Ok ive figured it out. Damn OS win 7 admin shit.
Xact Wicca is The Joker. That is all.
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Re: [Map] Karez Offensive (4km) [WIP]
Wait, its all lowgraphic for some reason, like all lowdetail. Nothing is high detail. Which is annoying.
Xact Wicca is The Joker. That is all.
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Re: [Map] Karez Offensive (4km) [WIP]
Xact Wicca is The Joker. That is all.
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Re: [Map] Karez Offensive (4km) [WIP]
wierd
I'm betting you broke your terraindata.raw
resave your terrain and repack that file into your mapfiles
I'm betting you broke your terraindata.raw
resave your terrain and repack that file into your mapfiles
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Re: [Map] Karez Offensive (4km) [WIP]
Resaved the terrain. Nothing new. But i have one more idea. Still, this is abit strange.
Xact Wicca is The Joker. That is all.
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Re: [Map] Karez Offensive (4km) [WIP]
Also, the fog color is green, while the sky is orange.
Looks a little weird where the hills fade into the sky.
Looks a little weird where the hills fade into the sky.
Shovel009
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Re: [Map] Karez Offensive (4km) [WIP]
Yeah, the fog colour should be the same colour as the fog on the bottom of the sky texture. That way the fog blends in seamlessly with the sky.Shovel wrote:Also, the fog color is green, while the sky is orange.
Looks a little weird where the hills fade into the sky.
"Eight glorious sides and eight stunning angles!"
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Re: [Map] Karez Offensive (4km) [WIP]
I dont care about the fog colour right now, I want to know how to get the terrain working.. Ive saved the files as rudd said, but they dont export to outside the "editor" folder. They remain there for some reason.
Ive moved the files into the same places, and still no change. Has this possibly something to do with the Windows 7 Admin system?
Can I use old detailmaps?
Ive moved the files into the same places, and still no change. Has this possibly something to do with the Windows 7 Admin system?
Can I use old detailmaps?
Xact Wicca is The Joker. That is all.
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Re: [Map] Karez Offensive (4km) [WIP]
try it with deleting you cache:
1. quit bf2 r
2. go to
"C:\Users\Wicca\Documents\Battlefield 2\mods\bf2\cache\{**insane amount of stupid symbols and letters**"
3. delete folder
4. start your game
1. quit bf2 r
2. go to
"C:\Users\Wicca\Documents\Battlefield 2\mods\bf2\cache\{**insane amount of stupid symbols and letters**"
3. delete folder
4. start your game
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Re: [Map] Karez Offensive (4km) [WIP]
Make a backup firstK4on wrote:try it with deleting you cache:
1. quit bf2 r
2. go to
"C:\Users\Wicca\Documents\Battlefield 2\mods\bf2\cache\{**insane amount of stupid symbols and letters**"
3. delete folder
4. start your game
Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.