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

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Dankicity
Posts: 73
Joined: 2010-01-20 04:00

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

Post by Dankicity »

SashaSK8 wrote:for 4km map you need add this line terrainCuller.setUseStitchedLods 0 in the terrain.con before endIf in the end
endIf[/code]
Amok@ndy wrote:better use a tmp.con
Works like a champ. Thanks.

Grabbed a couple screens at lunch but got a BSOD. Something about having bf2E, PR and PS running at same time on 32bit-XP Home with a C: partition having only 1gb free. Not the brightest of ideas. Should just do a Fraps anyway I guess.
Amok@ndy
Retired PR Developer
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Re: [Map] Wake Island (4km) [WIP]

Post by Amok@ndy »

its never a good idea to run Bf2Editor.exe and Bf2.exe at the same time
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Dankicity
Posts: 73
Joined: 2010-01-20 04:00

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

Post by Dankicity »

Updated first post with progress on the map.

Minimap: Still doesn't have the trees correct or a full lightmap but ...yeah.. there it is.

Video: Meh, could be a little better and notice ... no roads! ... WTF you say? Right there with you. Updated to 9.1 and forgot to pull my road files back into the version I migrated. Sahhweeeet
AFsoccer
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Re: [Map] Wake Island (4km) [WIP]

Post by AFsoccer »

My first question was "why so many pine trees on a tropical island?" but after doing some research I discovered that Wake Island does have pine trees.

Here's a photo from the Air Force website about searching for remains of WWII pilots:

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You might want to use the small pine trees though and add lots of tropical trees and low vegetation, like in the photo above. I think there is a pine tree variant in the vegetation folder that might work better... because the needles are light colored and longer (like in the photo).

Hope that helps. :)
Amok@ndy
Retired PR Developer
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Re: [Map] Wake Island (4km) [WIP]

Post by Amok@ndy »

i really like the minimap :) nice mixture of satimage and minimap
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The_MDexs
Posts: 108
Joined: 2009-12-22 12:57

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

Post by The_MDexs »

wow nice movie
AfterDune
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Re: [Map] Wake Island (4km) [WIP]

Post by AfterDune »

Looks very nice :) .
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Dankicity
Posts: 73
Joined: 2010-01-20 04:00

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

Post by Dankicity »

TY, TY.
AFsoccer wrote:My first question was "why so many pine trees on a tropical island?" but after doing some research I discovered that Wake Island does have pine trees.
...
Yep, I started with palms and tropic shrubs but learned that Wake, along with many other islandss, were reseeded after WWII (obviously non natives were in the mix). Agreed though, my current version needs some slight tweaking. Which is up next after I fix some terrain LOD issues.

McGrath Images - Locations - Wake Island

mixing with

McGrath Images - Locations - Wake Island
sniperrocks
Posts: 258
Joined: 2009-11-25 01:38

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

Post by sniperrocks »

Looks great! and so realistic too!
I can't wait to play it!
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

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

Post by Dankicity »

Looking for a couple answers.

1st is another terrain draw glitch that only happens around FOBs

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2nd is about the terrain scale and vehicle damage. All vehicles get hurt on tiny bumps. I notice all the maps are different in that my terrain.con says:

terrain.primaryWorldScale 4/0.00250244/4
terrain.secondaryWorldScale 16/0.640625/16

where theirs are rounded (0.0025 & 0.64). I've tried to change it but it must be set somewhere outside of terrain.con (tmp.con) and heightData.con because everything goes floating about (or I screwed myself by not having it correct off the bat)

Progress: Pretty close to final with over/under growth as well as all but one terrain LOD issue. Going to try and put the roads down again and go for an audit.
Rudd
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Re: [Map] Wake Island (4km) [WIP]

Post by Rudd »

about the 2nd one, have you assigned materials to each of your detail textures? so on your sand texture you have assigned the material 'sand' so that the correct sound etc plays when you walk on it. IIRC if you don't have that sorted vehicles don't understand what they are driving over and very easily take damge.

the first one...I dunno, could be low detail terrain lightmaps? I like the look of the map though mate, looks like a real step up :)
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Dankicity
Posts: 73
Joined: 2010-01-20 04:00

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

Post by Dankicity »

[R-CON]Rudd wrote:about the 2nd one, have you assigned materials to each of your detail textures? so on your sand texture you have assigned the material 'sand' so that the correct sound etc plays when you walk on it. IIRC if you don't have that sorted vehicles don't understand what they are driving over and very easily take damge.
...
ahh, sounds... I did forget to set those again. Thanks!

[edit] ... for reminding me but they're still getting damaged. Has all the detail textures set and sounds now.

[edit2] Somewhere I ended up changing my toptiling to 64 on the dirt texture.
Last edited by Dankicity on 2010-04-20 19:45, edited 2 times in total.
Amok@ndy
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Re: [Map] Wake Island (4km) [WIP]

Post by Amok@ndy »

/facepalm postet in the wrong tab ...
Last edited by Amok@ndy on 2010-04-20 13:24, edited 1 time in total.
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RedAlertSF
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Joined: 2008-10-07 14:21

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

Post by RedAlertSF »

I've been thinking that PR definitely needs map of Midway or Wake and I've never seen this topic. This is just amazing job!

I love the 2/3 scale and very long runway, I believe maps should be as close to 1:1 scale as possible. This looks great and I'm sure it will play well too! I hope it gets to the mod.
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

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

Post by Dankicity »

thx red, if it doesn't make it i'll have to embed and IED into this thread.

Roads are almost all back down but failed again at maintaining a backup... didn't see the corrupt height raw. luckily I had the alpha 2 channel saved with the minimap so only lost the blending (...only)

Should have an updated minimap on first post in a minute.
AFsoccer
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Re: [Map] Wake Island (4km) [WIP]

Post by AFsoccer »

The new mini-map is looking stellar!

Btw, does the editor automatically make the terrain/water color changes due to the depth of water or did you have to do that by hand? It looks just like the sat photos. :thumbsup:
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

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

Post by Dankicity »

AFsoccer wrote:Btw, does the editor automatically make the terrain/water color change ... ?
Nope that was by hand. If the editor does do it I don't know how. Just made the water a bright pink when I did the minimap to ease "keying" it out and overlaid that onto the height data... multiplied a blue layer, screened a green layer(reef). Took maybe 5 minutes.... needs another 5
Chuc
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Re: [Map] Wake Island (4km) [WIP]

Post by Chuc »

Stellar effort there :) Looks terrific
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Personal Folio - http://www.studioash.net
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

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

Post by Snazz »

Dankicity > DICE Mappers :D
iwillkillyouhun
Posts: 337
Joined: 2009-10-15 15:52

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

Post by iwillkillyouhun »

i'm sorry but we are gone put wake again in the game ? or it just a map for fun , practice to be a mapper ?
As my name shows....... I will kill y'all if you are screwing with me 8-) 8-) 8-)

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PLAYING SINCE Project Reality v0.5 :P
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