[Map] Northeastern USA (2km) [WIP]

Maps created by PR community members.
saXoni
Posts: 4178
Joined: 2010-10-17 21:20

Re: [Map] Northeastern USA (2km) [WIP]

Post by saXoni »

[R-COM]LITOralis.nMd wrote:We're going to have map set in the interchange between 3 shopping malls, 2 marinas and a golf club directly and on top of the underground junctions of the fiber optic networks of the national military and intelligence agencies??

interesting... choice... of... locations...
Who cares? Why would anyone fight for Muttrah? Because it has a small dock and a mosque?
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Map] Northeastern USA (2km) [WIP]

Post by Arc_Shielder »

Personally, I can't wait to burst fire through a golf club.
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Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: [Map] Northeastern USA (2km) [WIP]

Post by Zemciugas »

dtacs wrote:Definitely some awesome potential. It has to be the Russians invading, with the ability to drop commie leaflets from a plane all over the suburbs.

What the hell, just re-enact WiC.

Yea, it would need to have some airborne spawns aswell :D Some tanks/ apc, hinds at one end and airborne spawns scatered across the map.
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saXoni
Posts: 4178
Joined: 2010-10-17 21:20

Re: [Map] Northeastern USA (2km) [WIP]

Post by saXoni »

Arcturus_Shielder wrote:Personally, I can't wait to burst fire through a golf club.
That reminds me of Battlefield Bad Company (1 or 2, can't remember). Taking fire while driving around in a golf-cart was pretty damn awesome.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Northeastern USA (2km) [WIP]

Post by lucky.BOY »

saXoni wrote:That reminds me of Battlefield Bad Company (1 or 2, can't remember). Taking fire while driving around in a golf-cart was pretty damn awesome.


We need golf carts nao!

-lucky :-D
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Northeastern USA (2km) [WIP]

Post by Shovel »

Lol, I was considering eventually modeling a golf cart to add to the map.

Anyway, the OPFOR will have a para insertion, and APCs will be available near their landing zone. Helicopter support will be available after a few mins. But finishing the map is the concern right now.
Shovel009
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Northeastern USA (2km) [WIP]

Post by Shovel »

I have been doing some overgrowth tests and I can't get my trees to render unless I am VERY close to them, and they disappear quickly when I move away, any fixes?
Shovel009
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Northeastern USA (2km) [WIP]

Post by Rudd »

what overgrowth distance have you set the map to? when you are in overgrowth mode there is a general tab above where you select different trees etc, in there are the options for changing how overgrowth is rendered
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Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Northeastern USA (2km) [WIP]

Post by Shovel »

Thanks, got it fixed.

Also, what to what extent are we allowed to modify BF2 assets? I want to retexture some of the surburban houses, but I'm not sure how legal this is.
Shovel009
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Northeastern USA (2km) [WIP]

Post by Pvt.LHeureux »

Rudd, is there such option for undergrowth too?
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Northeastern USA (2km) [WIP]

Post by AFsoccer »

Pvt.LHeureux wrote:Rudd, is there such option for undergrowth too?
Yes. Activate undergrowth, then click on "General" in the left column. Then on your tweaker bar you'll see the settings.

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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Northeastern USA (2km) [WIP]

Post by sylent/shooter »

what do you recommend as a good setting for a fairly large map with VD of around 800?

Killing the enemy sylently
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Northeastern USA (2km) [WIP]

Post by AFsoccer »

Most PR maps (if I remember correctly) use 75 or 100. Anything more and you'll have performance issues. It helps if you remember that undergrowth is just for looks, and not for cover, so 75-100m should be fine.
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [Map] Northeastern USA (2km) [WIP]

Post by BroCop »

Shovel wrote:Thanks, got it fixed.

Also, what to what extent are we allowed to modify BF2 assets? I want to retexture some of the surburban houses, but I'm not sure how legal this is.
Retextures are AFAIK allowed (Shijia uses a bunch of ME statics that are retextured). Illegal is editing the models themselves
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Northeastern USA (2km) [WIP]

Post by sylent/shooter »

Thank you for answering my question AFsoccer :P

IIRC CroCop is correct :P

Killing the enemy sylently
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Northeastern USA (2km) [WIP]

Post by Shovel »

Was working on roads, when I noticed this:
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What's happening to the terrain?
Shovel009
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Northeastern USA (2km) [WIP]

Post by sylent/shooter »

Can you give a bit more detail? Did this happen during your work with the editor? Or did you save then reopen?

If its during the editor than you most likely encountered one of the various editor bugs. Save the objects and anything else you want to keep. EXCEPT, do not save the terrain. (deselect the compiled terrain and anything to do with textures/terrain. Before pressing ok)

2. If you saved then reopened, you most likely encountered a corrupt heightmap file. The editor may have screwed up. In which case you cannot get the terrain back and you will have to import the terrain again.

Those are the causes I can assume happened.

But do not hold those to me as it's possible just another glitch happened. Someone from the mapping team will probably be able to tell you the issue.

Killing the enemy sylently
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Northeastern USA (2km) [WIP]

Post by AFsoccer »

This isn't scientifically proven, but I've had lots of errors/crashes when working on roads while the grid texture is showing, especially if I try to use the road to change the terrain, so that may have something to do with it. Next time you're working on roads, try switching to texture mode and see if that helps.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Northeastern USA (2km) [WIP]

Post by sylent/shooter »

Didn't even think of that.

Did you use the apply road button? Because I found that grid texture will screw it up.

ALSO: if thats the case and you did indeed use that then just resave the editor and restart it using the instructions I listed in my above reply. If you are also having trouble that your terrain disappears after using this apply road tool, then turn off all unneccesary things such as static objects, bundle meshes, particles, sky, fog, water. That will free up memory for the process.

Killing the enemy sylently
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Northeastern USA (2km) [WIP]

Post by Shovel »

It happened at some point when I was working on the roads. I didn't notice it at the time, so when I saved, it got put into the heightmap.

Anyway, it's not too bad, so I am just manually fixing it.

Here is the part o the heightmap that it exists on:
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Shovel009
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