[Map] Karez Offensive (4km) [WIP]

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motherdear
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by motherdear »

yeah it does crimenal, run it in admin/xpsp2 mode
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Tannhauser
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by Tannhauser »

[R-CON]motherdear wrote:yeah it does crimenal, run it in admin/xpsp2 mode
Yeah but don't ever uninstall it.

I uninstalled it once, and now Vista keeps making 30% of the files during install go void, while 10% are relocated into another drive. And it can't be fixed unless I bluntly copy the whole BFeditor directory from another comp to my laptop.

And Vista did this to most of the programs on my effing laptop, jesus christ :x
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Wicca
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by Wicca »

I dont know what ill do after this map. I know for a fact, people are sick of Afghan map. And id like to bring new battlefields into PR. Norway must be put on the map! SHASKA!


Either that, or Kosovo. With CAS support :D
Xact Wicca is The Joker. That is all.
Zeno
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by Zeno »

Jonny wrote:Learn to model statics, wicca.

I think pretty much every theatre has been done already or is currently being done, bar underground/inside a single building and 8x8k stuff.

If you really want to impress us, make an 8x8k map without using the normal terrain on the surface. (Hint: use the terrain for mapping out vegitation and helping with statics, then get rid of it at the very end by replacing the heightmap raw data files with null initialised data and raising the sea level and every static and spawner by 10km. Some experience with max scripting would help a LOT here, you can fully automate the process of splitting up and exporting the terrain tiles so you can end up using a better LOD algorithm than BF2 uses, possibly allowing HUGE view distances, and also having arbitrary resolution of the terrain.)
and if in doubt... add more ac-130 :D !!!!
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Wicca
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by Wicca »

Hell id map 30 k if i had the time. But 8 km sounds like a epic project, both in time and how awesome it would be. And i dont think i would do that. 4k is just fine for me.

What i would love to though, would be to map for the new engine :D That would be schweet!
Xact Wicca is The Joker. That is all.
KP
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by KP »

Wicca wrote:I dont know what ill do after this map. I know for a fact, people are sick of Afghan map. And id like to bring new battlefields into PR. Norway must be put on the map! SHASKA!


Either that, or Kosovo. With CAS support :D
Hill-to-hill fighting, in dirty, gravelly snow, I can assure you, has not been done. And would be a welcome change from desert or forest. Same for huuuuge poppy fields. Beautiful ... yet a war-zone! ;)
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More guns and bullets make bad guys go away faster,
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Cheditor
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by Cheditor »

Essentially something pretty to keep you occupied while waiting to shoot stuff ^^
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Wicca
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by Wicca »

Ive sent a PM to KP! BUT HE DOESNT ANSWER :( need info if i can post pics up... Thats what im waiting for right now..
Xact Wicca is The Joker. That is all.
Zulnex
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by Zulnex »

Looks awesome. Keep up the excellent work.
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Wicca
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by Wicca »

Image

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I WAS ALLOWED GUESS VEICHLE :D :D :D !

I mean, i am a calm frikkin mapper...
Xact Wicca is The Joker. That is all.
Tartantyco
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by Tartantyco »

Vehicle: CV90
Make Norway OPFOR! NAO!
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fuzzhead
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by fuzzhead »

Remember not to use undergrowth for any kind of visual concealment... its for beatification ONLY, it offers no concealment at range and this got to be considered.

Use the PR OVERGROWTH bushes,shurbs etc for concealment that works at range.

Looks like its progressing well btw :)
Adriaan
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by Adriaan »

Looking nice! :)

Maybe you could add some more medium sized overgrowth, like large bushes, in between the trees?
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Wicca
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by Wicca »

Ive done that Adriaan :P Weve been over this lol..

And yes sir Fuzz, will make more Over growth and less undergrowth ;)
Xact Wicca is The Joker. That is all.
Wicca
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by Wicca »

D:\DiceCanada\BoosterPack2\Code\BF2\Geom\StaticMesh.cpp(2081): Assert: Geom: (m_activeLod < m_template->m_geomDependentMaterialList[m_activeGeom].size()) tl: lod: 2 of geom: 0 on mesh: stairs_v2 out of range [0,1
D:\DiceCanada\BoosterPack2\Code\BF2\Geom\StaticMesh.cpp(2081): Assert: Geom: (m_activeLod < m_template->m_geomDependentMaterialList[m_activeGeom].size()) tl: lod: 2 of geom: 0 on mesh: stairs_v2 out of range [0,1
D:\DiceCanada\BoosterPack2\Code\BF2\Scene\Object\ToolObject\ObjectTemplateAdm.cpp(1305): Assert: ToolObject: (0) Couldn't activate template: objectSpawner. Template does not exsist.
D:\DiceCanada\BoosterPack2\Code\BF2\Scene\Object\ToolObject\ObjectTemplateAdm.cpp(1305): Assert: ToolObject: (0) Couldn't activate template: objectSpawner. Template does not exsist.



HOW DO I FIX THIS :P
Xact Wicca is The Joker. That is all.
Uncle-Rambo
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by Uncle-Rambo »

Wicca wrote: Image
That doesnt look fine.. at all. Maybe use a different kind of bush?
Wicca
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by Wicca »

Uncle-Rambo wrote:That doesnt look fine.. at all. Maybe use a different kind of bush?
Thats before lightmapping ;)
Xact Wicca is The Joker. That is all.
Rudd
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Re: [Map] The Karez Offensive (4km) [WIP]

Post by Rudd »

Wicca, would you post the settins you have for those dark bushes? I think you need to modify them to make it less uniform?
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