[Map] Wake Island (4km) [WIP]

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Sniper77shot
Posts: 509
Joined: 2009-12-24 04:46

Re: [MAP] Wake Island (4km) [WIP]

Post by Sniper77shot »

Celestial1 wrote:The Russian carrier present on Beirut could be substituted for a Chinese carrier later on.

Just saying.
There is a Russian Aircraft carrier!
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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: [MAP] Wake Island (4km) [WIP]

Post by Celestial1 »

Sniper77shot wrote:There is a Russian Aircraft carrier!
...Yes, on Beirut there is.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [MAP] Wake Island (4km) [WIP]

Post by Amok@ndy »

Celestial1 wrote:...Yes, on Beirut there is.
no there isnt ! its just a random cargo ship with some choppers on ... or is there a secret ?
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Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [MAP] Wake Island (4km) [WIP]

Post by Dankicity »

Celestial1 wrote:The Russian carrier present on Beirut could be substituted for a Chinese carrier later on.
I was hoping to avoid a carrier/cargo based main for this version. Maybe that could be added later on if the game play supported it. I wouldn't mind getting something off-island but I still suspect it will just hinder game play.

I've only seen one, 3pt, carrier model and if there is another I'd assume they made a custom texture mode to swap out flags, colors, etc instead of a new model. If so, the same thing could be done for most countries as some tend to 'borrow' design elements from everyone else.
>para<
Posts: 765
Joined: 2008-07-04 18:15

Re: [MAP] Wake Island (4km) [WIP]

Post by >para< »

leave you friends,your girlfriend,your family and make the map! . LOL
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [MAP] Wake Island (4km) [WIP]

Post by Snazz »

Celestial1 wrote:The Russian carrier present on Beirut could be substituted for a Chinese carrier later on.
The option of using a cargo ship (not carrier) like Beirut was already mentioned 5 times in the thread.
Dankicity wrote:I've only seen one, 3pt, carrier model and if there is another I'd assume they made a custom texture mode to swap out flags, colors, etc instead of a new model. If so, the same thing could be done for most countries as some tend to 'borrow' design elements from everyone else.
China doesn't have any operational aircraft carriers or amphibious warfare ships resembling the USS Essex.
Panzerfire
Posts: 1717
Joined: 2008-03-19 01:37

Re: [MAP] Wake Island (4km) [WIP]

Post by Panzerfire »

Snazz wrote:China doesn't have any operational aircraft carriers or amphibious warfare ships resembling the USS Essex.
Yet... ;-)
Give them another five to ten years and we might get some artist rendering of their future shiny fleet.

Whetter this map can wait until an aircraft carrier is ready and also a model for PR.... that's up to the mapper. 'Though I would like to see this map done before 5 to 10 years pass away. :lol:

USMCMIDN: KILL EVERYTHING!
gx: KILL! KILL! KILL 'EM ALL!!
[R-DEV]Dunehunter: Great attitude for hearts and minds :p
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [MAP] Wake Island (4km) [WIP]

Post by Dankicity »

Panzerfire wrote:Though I would like to see this map done before 5 to 10 years pass away. :lol:
Agreed. Though, that would mean we'd already have a diff president here... which might make gameplay more enjoyable... or I could use my nationalized ID to logon(or however often the gov deems in a fictitious socialist Utopian state). :-x

Anyway...
Troubleshooting some bugs at the moment(week). pm if you want to help and I'll send a link to download (plz ftloG).
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [MAP] Wake Island (4km) [WIP]

Post by Amok@ndy »

just post up your error messages and im sure i can help you ;)
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [MAP] Wake Island (4km) [WIP]

Post by Rhino »

or he could just type the error into the search function on the BFeditor.org site and will most likley find the problem from there...
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [MAP] Wake Island (4km) [WIP]

Post by Amok@ndy »

[R-DEV]Rhino wrote:or he could just type the error into the search function on the BFeditor.org site and will most likley find the problem from there...
so true :)
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Sniper77shot
Posts: 509
Joined: 2009-12-24 04:46

Re: [MAP] Wake Island (4km) [WIP]

Post by Sniper77shot »

You could use this for china.
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source: Lions Roar mod for Battlefield 2 - Mod DB
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [MAP] Wake Island (4km) [WIP]

Post by Rhino »

Only that model is totally off from the real thing, is made really badly and its texture is really bad too.

the only thing slightly nice about any of thous models is the little display in the bottom left hand corner of the 1p of the hovercraft: http://bf2mod.cn/attachments/month_1001 ... y55ITY.jpg
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [MAP] Wake Island (4km) [WIP]

Post by sylent/shooter »

haha it looks like a cruise liner with missles XD

Killing the enemy sylently
scharf
Posts: 47
Joined: 2009-04-07 07:52

Re: [MAP] Wake Island (4km) [WIP]

Post by scharf »

looks like the aircraft carrier from GTA san andreas aka horrible

i think a cobra for USMC on defence would be a great idea , but on SINGLE spawn so that once it dies it does not come back, this could be used to counter chin APC if implemented , but has to be used conservatively because of singlespawn anyway love the maps look
Last edited by scharf on 2010-03-27 16:12, edited 1 time in total.
Sniper77shot
Posts: 509
Joined: 2009-12-24 04:46

Re: [MAP] Wake Island (4km) [WIP]

Post by Sniper77shot »

Now we know why China is on wake island on vbf2.
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [MAP] Wake Island (4km) [WIP]

Post by Dankicity »

[R-DEV]Rhino wrote:or he could just type the error into the search function on the BFeditor.org site and will most likley find the problem from there...
I've got it hammered out. Shooting for some in-game screens this weekend.
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

Made a liar of myself. Solved most of it by just moving everything into a new map (like I said I would but didn't), but this I don't get.

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I can tell it's a gap between color and detail but that's all I got. Init.con is a straight up copy from barracuda. Don't even know what you'd search for on that one. "site:realitymod.com gaping holes of invisible terrain". Please don't say I have to redo my detailmap again... ugh.

Also where do you set draw distance for overgrowth or is that just because I haven't finalized them yet? (it's about 100m short of viewing distance @ 850m) Hope since it's 70% water the lag might be tolerable (if such a thing exists)

Zzzzz
SashaSK8
Retired PR Developer
Posts: 214
Joined: 2008-11-17 12:43

Re: [Map] Wake Island (4km) [WIP]

Post by SashaSK8 »

for 4km map you need add this line terrainCuller.setUseStitchedLods 0 in the terrain.con before endIf in the end

Code: Select all

else

terrain.create Terrain

terrain.load Levels/YourMap/terraindata.raw

terrainCuller.setUseStitchedLods 0

endIf
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Wake Island (4km) [WIP]

Post by Amok@ndy »

better use a tmp.con (just create it in your mapfolder) because everytime you save your terrain your code will get deleted in the terrain.con
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