[Map] Al Basrah Night Audit (2km) [WIP]

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JohnnyTheIED
Posts: 452
Joined: 2009-01-01 20:13

Re: [Map] Al Basrah Night Audit (2km) [WIP]

Post by JohnnyTheIED »

The map looks amazing, great job, looking forward to playing this on all servers :)
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DevilDog812
Posts: 491
Joined: 2010-01-26 22:22

Re: [Map] Al Basrah Night Audit (2km) [WIP]

Post by DevilDog812 »

this is a great map, especially since it has coop versions as well. however, you definitely need to have muzzle flashes turned on for it to look really cool. for some reason, i just cant get my game to show muzzle flashes, does anyone know what i need to set my graphics to show them
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ANTI-WIKILEAKS, PROUD SUPPORTER OF THE MILITARY
alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Map] Al Basrah Night Audit (2km) [WIP]

Post by alexandrei07 »

Thanks people

Alternative download client link:

albasrah_night01.exe
Last edited by alexandrei07 on 2010-03-07 09:39, edited 1 time in total.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Al Basrah Night Audit (2km) [WIP]

Post by Rudd »

DevilDog812 wrote:this is a great map, especially since it has coop versions as well. however, you definitely need to have muzzle flashes turned on for it to look really cool. for some reason, i just cant get my game to show muzzle flashes, does anyone know what i need to set my graphics to show them
.9 muzzle flashes are different to .87, so just adding the effect code to the init.con doesn't work anymore afaik.

I guess the map makers could take the .87 muzzle flash effects and put them in the map in the objects_server/client.zip then add the code to the init.con and that might put the vbf2 muzzleflashes back
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alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Map] Al Basrah Night Audit (2km) [WIP]

Post by alexandrei07 »

[R-CON]Rudd wrote:.9 muzzle flashes are different to .87, so just adding the effect code to the init.con doesn't work anymore afaik.

I guess the map makers could take the .87 muzzle flash effects and put them in the map in the objects_server/client.zip then add the code to the init.con and that might put the vbf2 muzzleflashes back
Example:

init.con


rem agregado segun recomendaron en el tutorial mapas nocturnos de RM, bf2editor
renderer.isNightMap 0
renderer.glowenabled 1
rem renderer.fakeHDRweights 0,0.1,0.2,0.3,0.4,0.3,0.2,0.1,0


Thanks Rudd F/Y Comment
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: [Map] Al Basrah Night Audit (2km) [WIP]

Post by Gore »

Links aren't working no more, can this still be downloaded somewhere?
alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Map] Al Basrah Night Audit (2km) [WIP]

Post by alexandrei07 »

GoreZiad wrote:Links aren't working no more, can this still be downloaded somewhere?
No, this custom map was stopped in the 0917 version.
USMC scout sniper
Posts: 487
Joined: 2010-01-03 04:21

Re: [Map] Al Basrah Night Audit (2km) [WIP]

Post by USMC scout sniper »

Could you explain how you did this? I wanna try to do it on some other maps for fun.
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Al Basrah Night Audit (2km) [WIP]

Post by Rudd »

basically just take a night map's sky.con and rename the bits in the sky.con from xmap to yourmapname, but that sky.con in the server.zip

take the groundhemi.dds in the client.zip of the map you want to make dark, and darken it in photoshop or dynamic objects will be bright

to add light effects to use this tut, understand this will not work properly unless relightmapped afaik.

https://www.realitymod.com/forum/f189-m ... r-map.html


Don't use the nightmap code in the init.con in PR, it will crash due to the number of effects being loaded
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alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Map] Al Basrah Night Audit (2km) [WIP]

Post by alexandrei07 »

USMC scout sniper wrote:Could you explain how you did this? I wanna try to do it on some other maps for fun.


They do not like night maps, so stop update
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