why so?usmcguy wrote:A little to vbf2 for me but looks pretty good..
[Map] Wake Island (4km) [WIP]
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Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Map] Wake Island (4km) [WIP]
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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splatters
- Posts: 529
- Joined: 2010-01-19 08:02
Re: [Map] Wake Island (4km) [WIP]
This is the most detailed and professional looking map that I've yet set my eyes on. Looking forward to this.
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Startrekern
- Posts: 847
- Joined: 2008-08-31 21:11
Re: [Map] Wake Island (4km) [WIP]
I don't see how you can call it "too vBF2".. it's 4KM with PR vehicles, tactics, weapons, statics, quality, and most of all, players.usmcguy wrote:A little to vbf2 for me but looks pretty good..
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Dankicity
- Posts: 73
- Joined: 2010-01-20 04:00
Re: [Map] Wake Island (4km) [WIP]
Maybe [ill accept that] on the landmass (solid 3 months of spare time to make) but the buildings, clutter details, map settings & environment etc. are far from pro. (ex #1 all of my [chain-link] fences are backwards)splatters wrote:This is the most detailed and professional looking map that I've yet set my eyes on. Looking forward to this.
The are some really nice PR maps but I'd have to give my props to Rhino for Muttrah. Been playing it for years and am still finding new spots for fobs/emplacements.
And to save some PMs, feel free to use this map on a server (PR rules require a password). But someone needs to post their password in here when they run this map a day or two ahead of time. I've yet to get into a live server with this running.
I'm looking over the last items on the list today and tomorrow. Working off of Startrekern's latest build. Which would be the water plane issue, north airfields housing clutter. If I can I'll look at the rock/log debris around PAA-Ville and possibly the Dock-to-S.Airfield area too. Might be able to make that transition a bit easier.
Last edited by Dankicity on 2010-10-06 19:49, edited 7 times in total.
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Dankicity
- Posts: 73
- Joined: 2010-01-20 04:00
Re: [Map] Wake Island (4km) [WIP]
The 3x exaggeration of the terrain does give it a little bf2 feel. Everything else, if it feels like that, is just because it's using a lot of bf2's statics. Not much I can do about that.usmcguy wrote:A little to vbf2 for me but looks pretty good..
North airfield looking much better. Wasn't able to repeat water plane bug but I lowered the water-planes anyway. Roughened up the terrain from Docks-to-S Airfield and opened both lanes going into Barracks. Docks missile area needs some statics and the terrain up in PAA-Ville needs some roughness.
I wasn't able to find Startrekerns file (other than the first one) to incorporate it so this is back to v.54 but I did bring in the 3 APCs and gave each a attack heli but removed the PAA-Ville vehicles (except logi) and put a delay after you cap.
Still looking for the large corrugated fence pole/end and the large dumpsters (muttrah a6k8-9 just south of gas station (lol, sad)). I've looked through the static map files but can't find the references.
Going to try and finish those tweaks and try to fix my lightmaps (hints on why indoors are pitch black?)
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Dankicity
- Posts: 73
- Joined: 2010-01-20 04:00
Re: [Map] Wake Island (4km) [WIP]
Expanded upon the N Airfield maintenance area, numerous cover tweaks to help movement cross-map. Plenty of cars, more street lights and a start on trash cans(sigh)... still no ladders. After trash is terrain with toning down the rocky texture and some randomness.
The Chinese now have to cap oil storage to get the APCs and...
... a PAA-Ville Paradrop!!
Except.... I fail at para kits. All I need is a CP spawning the paradrop object and _para in the ini right?
The Chinese now have to cap oil storage to get the APCs and...
... a PAA-Ville Paradrop!!
Except.... I fail at para kits. All I need is a CP spawning the paradrop object and _para in the ini right?
You only need to add _team1 if the _para team is first right? (I tried adding _team2) It just gives me the minimap.cp error.run ../../factions_us/us.con
run ../../factions_ch/ch_para.con
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pfhatoa
- Posts: 917
- Joined: 2009-08-27 19:26
Re: [Map] Wake Island (4km) [WIP]
There is no para-version for China yet, therefore you get an error. You must add the correct .con-code in the init.con file or have a separate ch_para.con in your map's folder which is then fired by the init.con file. Check the usa_para.con for info on how it should be formatted.
Edit: I checked around some more. I'm by no means pro on as of yesterday I started. It does seem like there is a "kit-support" for ch_para, e.g. in the /objects/kits/ch folder there are para versions of all (?) kits. This mean that you only need to create the ch_para.con file inside your maps directory with links to the correct para-kits.
Edit: I checked around some more. I'm by no means pro on as of yesterday I started. It does seem like there is a "kit-support" for ch_para, e.g. in the /objects/kits/ch folder there are para versions of all (?) kits. This mean that you only need to create the ch_para.con file inside your maps directory with links to the correct para-kits.
Last edited by pfhatoa on 2010-10-08 06:37, edited 3 times in total.
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Dankicity
- Posts: 73
- Joined: 2010-01-20 04:00
Re: [Map] Wake Island (4km) [WIP]
Sounds good. Still getting the error though.
Ahh, just noticed there's no para for specialist or support but removing the _para for those didn't work either.
and in ch_para.conrun ../../factions_us/us.con
run ch_para.con
rem Used in the following maps:
rem wake_atoll
gameLogic.setTeamName 2 "CH"
gameLogic.setTeamLanguage 2 "Chinese"
gameLogic.setTeamFlag 2 "flag_ch"
gameLogic.setKit 2 0 "ch_officer_para" "pr_ch_soldier6"
gameLogic.setKit 2 1 "ch_officer_alt_para" "pr_ch_soldier1"
gameLogic.setKit 2 2 "ch_rifleman_para" "pr_ch_soldier5"
gameLogic.setKit 2 3 "ch_rifleman_alt_para" "pr_ch_soldier4"
gameLogic.setKit 2 4 "ch_specialist_para" "pr_ch_soldier2"
gameLogic.setKit 2 5 "ch_medic_para" "pr_ch_soldier2"
gameLogic.setKit 2 6 "ch_support_para" "pr_ch_soldier3"
run ../../factions_common/common.con
run ../../factions_ch/spawners_ch.con
Ahh, just noticed there's no para for specialist or support but removing the _para for those didn't work either.
Last edited by Dankicity on 2010-10-08 09:07, edited 3 times in total.
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pfhatoa
- Posts: 917
- Joined: 2009-08-27 19:26
Re: [Map] Wake Island (4km) [WIP]
Shouldn't China be team 1 as USA is team 2?
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Dankicity
- Posts: 73
- Joined: 2010-01-20 04:00
Re: [Map] Wake Island (4km) [WIP]
Yep, that did it. Thanks... gonna plummet for the next few hours now...
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Dankicity
- Posts: 73
- Joined: 2010-01-20 04:00
Re: [Map] Wake Island (4km) [WIP]
Welp prior to .95 release this map went haywire on me and will no longer open in BFEditor. Tried numerous things to save the work post .52 but failed everytime so far. Going to try again next weekend. Sad part is that I was with everything on my list.
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pfhatoa
- Posts: 917
- Joined: 2009-08-27 19:26
Re: [Map] Wake Island (4km) [WIP]
No
Maybe try to install the old PR-version and load it there.
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Dankicity
- Posts: 73
- Joined: 2010-01-20 04:00
Re: [Map] Wake Island (4km) [WIP]
I still have the old version running. Just says a big FudgeUncle to loading.
The problem started with that terrain texture bug in the editor. Only saved the objects and closed it like Ive done many times before only this time I it acted like I saved the color/detail maps. Simple fix eh, copied the color/detail from prior version and done... nope. Didn't work.
Don't know if something happened after opening it or if I just did something goofy and pulled over an extra file.
Tried to revert to my .52 version. Just pulling in the static objects and game mode but that oddly didn't work [edit: and deleted lightmaps]. Prolly cause I forgot to create a file or something stupid.
I just ran out of time but we'll see what I can figure out this weekend. Really think the mortars will make this a much more interesting map.
The problem started with that terrain texture bug in the editor. Only saved the objects and closed it like Ive done many times before only this time I it acted like I saved the color/detail maps. Simple fix eh, copied the color/detail from prior version and done... nope. Didn't work.
Don't know if something happened after opening it or if I just did something goofy and pulled over an extra file.
Tried to revert to my .52 version. Just pulling in the static objects and game mode but that oddly didn't work [edit: and deleted lightmaps]. Prolly cause I forgot to create a file or something stupid.
I just ran out of time but we'll see what I can figure out this weekend. Really think the mortars will make this a much more interesting map.
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Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Wake Island (4km) [WIP]
have you ever had a log to your bf2editor log files ?
check the last lines and you will know why your editor is crashing (btw never ever delete lightmaps if you want to set them back to 0 then you need some blank lightmaps to replace the other files)
check the last lines and you will know why your editor is crashing (btw never ever delete lightmaps if you want to set them back to 0 then you need some blank lightmaps to replace the other files)

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Dankicity
- Posts: 73
- Joined: 2010-01-20 04:00
Re: [Map] Wake Island (4km) [WIP]
Guess that would have been a good thing to mention. The first time I tried to load it I didn't get a dump notification, just a straight up crash. Got logs after that led me to replace the color/detail/low-detail maps. After fixing that it ends on loading a transheli and/or waterbasin (yeah, it switched between the two over 5 logs).
The .52 version with new staticobjects file was still ending on the transheli before and after bringing in the newer gamemodes file. I know it was a working gamemodes file in .52
And the lightmaps can be removed at will. You just have to go into the LightmapsAtlas.tai and remove any references to the lightmap file that you are deleting. Or in my case empty the tai and remove all the files. Did this because some statics were not in the newer file and would have tried to lightmap missing objects.
The .52 version with new staticobjects file was still ending on the transheli before and after bringing in the newer gamemodes file. I know it was a working gamemodes file in .52
wwhaaat? <-- most intelligent thought I had after that because I see no errors or anything that hints toward a solution. [edit- but like I said before I probably just pulled over an extra file or forgot to recreate one]D:\bf2editor\Code\BF2\Game\Objects\Game\TargetObject.cpp(136): Target of template HeatObject_flare was given targetId 4294957338 pointer:3E38BCF0 rootparent:cpname_wake_atoll_aas64_usbase_USMC_TransHeli_1 rootparent pointer=3E33D940
And the lightmaps can be removed at will. You just have to go into the LightmapsAtlas.tai and remove any references to the lightmap file that you are deleting. Or in my case empty the tai and remove all the files. Did this because some statics were not in the newer file and would have tried to lightmap missing objects.
Last edited by Dankicity on 2010-10-20 20:01, edited 2 times in total.
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Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Map] Wake Island (4km) [WIP]
delete your transportheliDankicity wrote:
wwhaaat? <-- most intelligent thought I had after that because I see no errors or anything that hints toward a solution. [edit- but like I said before I probably just pulled over an extra file or forgot to recreate one]
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Wake Island (4km) [WIP]
you need to make the difference ! you are talkin about object lightmapsDankicity wrote:And the lightmaps can be removed at will. You just have to go into the LightmapsAtlas.tai and remove any references to the lightmap file that you are deleting. Or in my case empty the tai and remove all the files. Did this because some statics were not in the newer file and would have tried to lightmap missing objects.
i was talkin about terrain lightmaps

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Dankicity
- Posts: 73
- Joined: 2010-01-20 04:00
Re: [Map] Wake Island (4km) [WIP]
Tried that. It just keeps ending on the last vehicle, whatever it is. (tried it 10x and it kept going up) I brought in the .52 game modes files and it did the same thing but I haven't yet tried to clear the file completely.Zeno wrote:delete your transportheli
Yep, didn't touch the terrain lightmaps at first. Without the terrain lightmaps the map loads but the terrain is glitched to hell with tree textures and what not (known to be good color/detail/low-detail maps). With the terrain lightmaps from either a new blank map or the previous .52 version (also known to be good) starts me down the gamemodes vehicles as the last loaded.[R-CON]Amok@ndy wrote:you are talkin about object lightmaps
i was talkin about terrain lightmaps
My only assumption was that there's something after that's crashing it but not getting logged. [edit - but I don't have a clue at the moment]
Last edited by Dankicity on 2010-10-20 22:07, edited 2 times in total.
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Startrekern
- Posts: 847
- Joined: 2008-08-31 21:11
Re: [Map] Wake Island (4km) [WIP]
I still have the old version I redid the GPO for Phoenix if you want it.
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Arquin
- Posts: 122
- Joined: 2009-12-30 17:16
Re: [Map] Wake Island (4km) [WIP]
Great map! I just have some wishes.
I looked at Wake Island on Google Earth, there aren't that many pictures, but i find that your map is lacking palmtrees. There are some on the island.
As a personal request, many people here are anti-sunsets but i think it would really make it moody if it had the skybox of Operation Barracuda
I hope it's ready soon ^^
I looked at Wake Island on Google Earth, there aren't that many pictures, but i find that your map is lacking palmtrees. There are some on the island.
As a personal request, many people here are anti-sunsets but i think it would really make it moody if it had the skybox of Operation Barracuda
I hope it's ready soon ^^
