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

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
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Tannhauser
- Posts: 1210
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Re: [Map] The Karez Offensive (4km) [WIP]
Yeah but don't ever uninstall it.[R-CON]motherdear wrote:yeah it does crimenal, run it in admin/xpsp2 mode
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
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
- [R-DEV]Masaq
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Wicca
- Posts: 7336
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Re: [Map] The Karez Offensive (4km) [WIP]
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
Either that, or Kosovo. With CAS support
Xact Wicca is The Joker. That is all.
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Zeno
- Posts: 3430
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Re: [Map] The Karez Offensive (4km) [WIP]
and if in doubt... add more ac-130Jonny 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.)
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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Wicca
- Posts: 7336
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Re: [Map] The Karez Offensive (4km) [WIP]
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
That would be schweet!
What i would love to though, would be to map for the new engine
Xact Wicca is The Joker. That is all.
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KP
- Posts: 7863
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Re: [Map] The Karez Offensive (4km) [WIP]
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!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![]()
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.
-Paul Howe
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Cheditor
- Posts: 2331
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Re: [Map] The Karez Offensive (4km) [WIP]
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]
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.
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Zulnex
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Wicca
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Re: [Map] The Karez Offensive (4km) [WIP]




I WAS ALLOWED GUESS VEICHLE
I mean, i am a calm frikkin mapper...
Xact Wicca is The Joker. That is all.
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Tartantyco
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Re: [Map] The Karez Offensive (4km) [WIP]
Vehicle: CV90
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fuzzhead
- Retired PR Developer
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Re: [Map] The Karez Offensive (4km) [WIP]
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
Use the PR OVERGROWTH bushes,shurbs etc for concealment that works at range.
Looks like its progressing well btw
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Adriaan
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Re: [Map] The Karez Offensive (4km) [WIP]
Looking nice! 
Maybe you could add some more medium sized overgrowth, like large bushes, in between the trees?
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]
Ive done that Adriaan
Weve been over this lol..
And yes sir Fuzz, will make more Over growth and less undergrowth
And yes sir Fuzz, will make more Over growth and less undergrowth
Xact Wicca is The Joker. That is all.
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Wicca
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Re: [Map] The Karez Offensive (4km) [WIP]
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
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
Xact Wicca is The Joker. That is all.
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Uncle-Rambo
- Posts: 13
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Re: [Map] The Karez Offensive (4km) [WIP]
That doesnt look fine.. at all. Maybe use a different kind of bush?Wicca wrote:
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Wicca
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Re: [Map] The Karez Offensive (4km) [WIP]
Thats before lightmappingUncle-Rambo wrote:That doesnt look fine.. at all. Maybe use a different kind of bush?
Xact Wicca is The Joker. That is all.
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Rudd
- Retired PR Developer
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Re: [Map] The Karez Offensive (4km) [WIP]
Wicca, would you post the settins you have for those dark bushes? I think you need to modify them to make it less uniform?







