ChiefRyza wrote:Can the undergrowth rocks be statically placed? There are the typical granite rocks from VBF2, would they be able to be added to an undergrowth layer or do they stick out of the ground etc. At the moment I'm struggling to place roughly thousands of these rocks all over the map, and it becomes extremely tedious having to mix many different types, rotating them, making sure they're all stuck properly into the ground. If Vapo was to swap to these sorts of rocks, I imagine he would have the same problem.
They are much better looking than the PR rocks anyway, better textures and what not, plus there are many different sorts of them.
[quote=""'[R-CON"]Amok@ndy;1418224']place the Overgrowth rocks then use the method explained in Rhinos Field Overgrowth tutorial: converting overgrowth to statics
and then select one of those rocks press the 'select all of the same type' button and then use the 'replace' button select the vBf2 rocks and you should be all fine

[/quote]
Ye you can do it the way Amokandy suggests but DO NOT use the Overgrowth Rocks, not even in static forum. They are simple really, really bad. First of all they have really bad col meshes for some reason that means players can walk inside them in some cases. Secondly there LODs are really bad. Thirdly since they are overgrowth they do not take any lightmaps and as such you end up with a load of glowing rocks, that when are ingame look like giant snails against the terrain more than rocks when everything else is LMed around them they stick out so bad.
There are plenty of decent rocks in PR and the newest PR rocks have much better textures than thous Overgrowth LODs.
Look in objects/staticobjects/pr/rocks/ and you will find a load of decent rocks:
You can place them via the Overgrowth tool and take the x,y,z coordinates of w/e you placed and swap them out with rocks like Amokandy suggested but if you do that I would go round and check each rock in turn quickly and even edit each rock slightly with sinking them or razing them a little etc.
[quote="VapoMan""]Ill have to manually place those rocks then, they dont seem to draw at distances but look ok up close. Like Ryza said its alot harder having to place them all and make them look random compared to the ease of the overgrowth tool.
Its a shame that bridge cant be used, its perfect for the island IMO.
I regards to the Main bases and flags:
http://i681.photobucket.com/albums/vv17 ... agplan.jpg
Thats what I WANT the map to be like. Im not really sure about the order of capture and placement of some of the flags, but thats where I want the main bases to be and first flags to be.
EDIT: forgot to mention, when the first flags are capped some vehicles will spawn to simulate a real beach landing, which IRL takes time. The vehicles may include jeeps, humves, logistic trucks, and MAYBE (big maybe) tanks.
The story is that the USMC and ADF forces are taking back the group in the
Truk lagoon which has been captured by the PLA. This is just one of the many battles happening in the area (the whole lagoon is very big).
The battleplan for this island is the USMC (or ADF) must secure the large island before trying to invade the small Fortified military island to the south.
The PLA is counter attacking, they are trying to drive the enemy out of the area by taking the large island first, forcing the USMC to retreat.[/quote]
Like I said before if your going to do that your going to need to move your entire island SW to give more room in the NW but I still dont believe this is the best set up for your map and what I suggested before would be but you can do what you like it is your map. One thing you might want to take note of is if your going to have your initial landing beach in the NW at the nearest bit of shore to your carrier and going to have vehicles spawning there once its capped, you might want to note my points in my one of earlier posts of possibly putting the PLA base there, with any land units moving out from that location are going to be pretty damn predictable as to where they are going to be and heading which could damage the game play of them map quite a bit.
You also have missed a lot of good potential flag locations on that map, like cutting out that entire Easterly bit of the main island and that funny dock bit to the east of the PLA outpost. Not every major location should be a flag mind you but you should set up your flags so that all locations come into play as much as possible unless you really dont want much combat happening around an area of the map and having a flag far to the west of the very easterly point of the map means that spot wouldn't be used much other than for flying over but then again it could be used as a good fire base spot, but then that depends if its too far away or not and the USMC main is pretty close so it dosen't give that much of a large advantage there.
dtacs wrote:A single amphibious assault ship isn't going to take the second island in the same fight TBH, they'd take the main island and reinforce it for a possible counterattack before attacking the smaller main base.
Not really true tbh, in fact if anything history has taught us that it is more likley for an amphibious assault to first take place on the smaller island rather than the larger one, although in this case if there was only a small garrison on the small island that needed to be dealt with right away like for example there was some artillery or AA on there that needed to be neutralized there would be no reason why one LHD on its own wouldn't send a small force off to that island first, if not at the same time as the main landing on the large island. With a lot of bombardment before hand with naval bombardment, tomahawks and air strikes on the island it would be very little problem for a small force to come in and fully secure the island.