[Map] Kurram (2km) [WIP]

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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Anyone ever had an issue where they move stuff around but it doesn't animate, it just appears somewhere else when you release the mouse?
ComradeChaos
Posts: 738
Joined: 2010-01-27 20:45

Re: [Map] Kurram (2km) [WIP]

Post by ComradeChaos »

'= wrote:H[= JakCurse;1415848']Anyone ever had an issue where they move stuff around but it doesn't animate, it just appears somewhere else when you release the mouse?
If you were moving the camera, then yeah.
VapoMan
Retired PR Developer
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Joined: 2009-05-29 07:11

Re: [Map] Kurram (2km) [WIP]

Post by VapoMan »

'= wrote:H[= JakCurse;1415848']Anyone ever had an issue where they move stuff around but it doesn't animate, it just appears somewhere else when you release the mouse?
Happens when running on vista (and possibly win7). The fix is to run photoshop before starting up bf2editor.

Image"Eight glorious sides and eight stunning angles!"Image
Amok@ndy
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Re: [Map] Kurram (2km) [WIP]

Post by Amok@ndy »

VapoMan wrote:Happens when running on vista (and possibly win7). The fix is to run photoshop before starting up bf2editor.
you dont need to start photoshop before bf2editor you can even start it up if the bf2editor is loaded
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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Cheers guys.

Editor crashes :roll:
Amok@ndy
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Re: [Map] Kurram (2km) [WIP]

Post by Amok@ndy »

crashing while what ?
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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Don't get them as often as i did to start with (Listened to people's advice :P ) but I had a really damn inconvenient one when I was going around the edges of my green areas with a light brush to make the transition from sand to grass more gentle.

Moar screenshotz for yur peruzingz. The second screenshot isn't a MASSIVE town, it's about 100 meters long and it flanks the road on either side, just to vary the combat a bit.


Who doesn't love hilltop mosque-convent-cloister-monastery style places?
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Can you guess what it used to look like?
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Last edited by =]H[= JakCurse on 2010-08-17 14:13, edited 8 times in total.
usmcguy
Posts: 642
Joined: 2009-12-14 20:26

Re: [Map] Kurram (2km) [WIP]

Post by usmcguy »

looks awesome keep it up ;)
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Can dynamic effects (IE birds) and their triggers be copy/pasted WITHOUT crashing the editor, or do they need to be created fresh each time? (tried it a handful of times and it's killed my editor every time)
Amok@ndy
Retired PR Developer
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Re: [Map] Kurram (2km) [WIP]

Post by Amok@ndy »

there is a small trick ;)

if you copy and paste the trigger + effect at the same time it will cause a crash

so copy the trigger place it where you want it and then copy the effect ;)
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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Thanks! :D (for birds I'll need to set it to play at player position, right?)
Amok@ndy
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Re: [Map] Kurram (2km) [WIP]

Post by Amok@ndy »

no just place the redsphere on the location where the birds should take off
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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Is there any sort of limit to how many can be placed?
Rudd
Retired PR Developer
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Joined: 2007-08-15 14:32

Re: [Map] Kurram (2km) [WIP]

Post by Rudd »

for limits refer to other PR maps really, no one has really tried pushing the ambient effects beyond server capacity afaik. e.g. Combined arms had triggerable effects to do a rain effect, in the editor it lagged like F since there were simply so many effects. However ingame it seemed ok, so just put in what you want, then if it has problems later just delete a bunch.
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J.F.Leusch69
Retired PR Developer
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Re: [Map] Kurram (2km) [WIP]

Post by J.F.Leusch69 »

the only problem you get is that the editor doesnt except more than 1024 or so different trigger IDs, but i made a test map for the norwegains with a lot more, you just need to edit it by "hand" :D
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

So if I've got this straight;

I need to make a load of triggerables & effects in my green zone to have birds going up all over the place when people move through it, making fewer ones with big radius's that play on player position wouldn't work?
Rhino
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Re: [Map] Kurram (2km) [WIP]

Post by Rhino »

'= wrote:H[= JakCurse;1421547']Thanks! :D (for birds I'll need to set it to play at player position, right?)
Only if you want birds flying out of choppers when they fly over.

ambient triggers is the last thing you should be worrying about right now. Thous are the final details of a map along with sounds etc...
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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

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new minimap, I've paid almost no attention to the eastern side of the map apart from along the river, I'm considering moving the highway so that it leaves the map over near the southeast corner rather than almost where it started
Last edited by =]H[= JakCurse on 2010-08-23 09:11, edited 1 time in total.
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Moar screenz; First is the start of the MEC main, second is a village, post artillery strike. Working on getting my BF Editor files updated to .95, will carry on work when i figure it out
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Last edited by =]H[= JakCurse on 2010-10-17 14:49, edited 3 times in total.
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