[Map] Dahla Dam (4km) [WIP]

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Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

re: [Map] Dahla Dam (4km) [WIP]

Post by Rhino »

|TG-Irr|Nixon wrote:BTW can you hook me up with someone that could make me giant/optimized water planes?
Best person who fully understands custom LM UVs etc would be me :p

If you work out exactly what you need in terms of waterplanes, ie, make all the areas you need them in, make place holder ones for now and then give me a minimap of your map with the water colour being something like orange and remove your sea water, that will be the simplest way to do it but for now, just work on getting all your canals etc done and use as much sea water for them as you can.
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|TG-Irr|Nixon
Posts: 90
Joined: 2007-11-16 22:58

re: [Map] Dahla Dam (4km) [WIP]

Post by |TG-Irr|Nixon »

Hehe,

I've followed your suggestion and have made some modification to the terrain so my irrigation canals use the "sea" for their water. As for the reservoir there is no going around that. It uses 42 (21 units x 2 rows) type 128 Quinling water planes. I guess the easiest way to optimize this would be to make better 128 Quinling water planes. You could try to make 1 big one but I've offset some to get the right geometry. If you think that would be the best way I can provide the screenshoot.

Nix
Rhino
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re: [Map] Dahla Dam (4km) [WIP]

Post by Rhino »

ye one big one is most likely the best solution.

Worry about that when your in the final stages of the map.
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TheAssProtectors.Nr1
Posts: 124
Joined: 2009-09-05 20:26

re: [Map] Dahla Dam (4km) [WIP]

Post by TheAssProtectors.Nr1 »

This map really looks promissing. I've taken a closer look on Google Earth, and this particular place has some obvious and very cool aspects. I'm sure this could be a fine contribution for PR - Keep up the good work! :)


A bit off topic: Someone (meaning guy-with-spare-time-and-sculpting-know-how) should really do some buildings and and tall walls in this Afghan, muddy-style. It would really help any Afghan map.
|TG-Irr|Nixon wrote: Image
Why do something today, when you can not do it tomorrow
|TG-Irr|Nixon
Posts: 90
Joined: 2007-11-16 22:58

Re: [Map] Dahla Dam (4km) [WIP]

Post by |TG-Irr|Nixon »

@ TheAssProtectors.Nr1: Thanks mate :D

@ [R-DEV]Rhino: Rgr mate hope you will have time to help me out :D

Few more questions also:
  1. I am getting lots of z-fighting when I look at my map from a high altitude (e.i. like a plane dropping a boom). I can see the water threw the ground. Will this also be the case in-game? I?ve been playing with the fog/view distance? however it looked much better when I was using water planes.
  2. Rhino look at the building used on the west bank of Laska Valley? they are an even better match for my map? have they been optimized (I need to start putting statics in my map now.)
  3. Is there a way to raise my roads exactly by 1 meter? Basically have the same coordinate window as the move tool.
  4. Any tutorial to set up a insurgency map (cashes and all)
  5. Can I mix insurgency and AAS? I still want the CF to capture and hold the airfield to get their air support in the INS mode.
Cheers,

Nix
Rhino
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Re: [Map] Dahla Dam (4km) [WIP]

Post by Rhino »

1. I know what you mean but never seen it as a problem ingame but that might be due to small VDs but I think if it was a problem, we would have seen it.

2. those are the v2 afghan buildings which are being phased out due mainly to performance problems, don't use them and focus on other areas you can.

3. I think so but can't tell you off the top of my head. Look under the tools menu etc might find something there but not sure why you would want to do this anyways?

4. not sure but its very simple, basically you just put down ammo caches as vehicle spawn that are attached to a team 1 flag and spawn for team 1 (with team 1 being ins/Taliban etc) and the python code dose the rest, but you shouldn't be even thinking about doing that at this stage, GPOs are done in the very final stages of a map.

5. Yes, dunno if you ever played Korengal Valley in its old versions, think the current might also have it but not sure on that.
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|TG-Irr|Nixon
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Re: [Map] Dahla Dam (4km) [WIP]

Post by |TG-Irr|Nixon »

For 3: Because I am using the road tool to make the walls/burms in my fields and I would like them to be all 1m high.

For 4: want to setup just a few points so I can see my map ingame

For 5: Yeah now I remember, would be since to have the code of that map (where can I d/l the old version w/o d/l the whole mod?)
Robskie
Posts: 135
Joined: 2011-02-27 00:30

Re: [Map] Dahla Dam (4km) [WIP]

Post by Robskie »

Quick question: Are there more afhgan buildings being phased in?

More buildings in PR and a few overhauls on the maps that would need them would work wonders in my opinion :)
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Dahla Dam (4km) [WIP]

Post by Rhino »

|TG-Irr|Nixon wrote:For 3: Because I am using the road tool to make the walls/burms in my fields and I would like them to be all 1m high.

For 4: want to setup just a few points so I can see my map ingame

For 5: Yeah now I remember, would be since to have the code of that map (where can I d/l the old version w/o d/l the whole mod?)
3. ye rgr, there should be a type in transformation somewhere but a more simple way of doing it might be to set up a marker (I would recommend the "reminder1" static in the /staticobjects/pr/mapping_tools/ folder) and then offset that 1m as a ref, then move your road down to meet it as even if you find a way to do type in transformation, iirc the BF2 editor doesn't have a offset function from its current location so you would have to type in all 3 world axis exact location or something like that, might be possible thou would need to look.

4. ye rgr, all you need to look at your map ingame is two flags, one for each team and some spawn points, don't need any caches or flags to attack :)

5. its nothing new just a normal AAS flag in ins, as the AAS code is loaded in ins, just isn't used on many maps.
Robskie wrote:Quick question: Are there more afhgan buildings being phased in?
All the current "Afghan" statics are being phased out of the mod which includes the "Afghan v1" statics which you can find on Asda Kahl, and the "Afghan v2" statics which you can find on Lashkar Valley.

Robskie wrote:More buildings in PR and a few overhauls on the maps that would need them would work wonders in my opinion :)
overhauling the old maps is a huge task and one we would like to do, but its unlikely we are going to have the man power to do it as it requires a lot of redesign of the original map, you can't simply swap out an old building with a new one (unless the new one was specifically made to replace the old one, being the same dimensions etc) and as such, one new building affects another which affects another etc etc and you have to basically start from scratch. Then once you have done that there is most likley terrain, textures, overgrowth, undergrowth, roads etc to fix up and then once that's all done you need to re-lightmap the entire map...

If we can we will but the new statics are focused on the new maps.
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|TG-Irr|Nixon
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Re: [Map] Dahla Dam (4km) [WIP]

Post by |TG-Irr|Nixon »

What about the lightmaps, undergrowth and all that other stuff... ?

I've got most of my roads finished, textures, terrain and light/water settings that I would like to see in-game. Is that sufficient or I need to finish the rest before I pack the map?

Cheers,

Nix
Rhino
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Re: [Map] Dahla Dam (4km) [WIP]

Post by Rhino »

you can do a basic test with basically terrain, colour and detail textures and a couple of flags :p
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|TG-Irr|Nixon
Posts: 90
Joined: 2007-11-16 22:58

Re: [Map] Dahla Dam (4km) [WIP]

Post by |TG-Irr|Nixon »

Hi,

Would be really nice if someone can send me a link to a newer BFeditor pr_edit setup file for PR.957 since the old one dose not have the CF or the Talibans (Stops at v.6). I am currently having CTD when I am loading the map (50% when it gets to geometries) because (I think) I am not setting up the flags/vehicle spawns correctly. A newer file would help me.

Cheers,

Nix
AFsoccer
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Re: [Map] Dahla Dam (4km) [WIP]

Post by AFsoccer »

There is no set-up file. You should copy your pr folder and paste it as a new folder, then rename it "pr_edit". It will have the exact same files as 0.957 then. Make sure the factions are correct in your init.con as the editor will often screw them up if you don't write-protect your init.con.

Also, run your map in windowed mode so you can see exactly what the error is then search the forums for a solution. 99% of the errors have been posted before so you can find a solution without posting again here.
MCI
Posts: 431
Joined: 2007-08-28 21:47

Re: [Map] Dahla Dam (4km) [WIP]

Post by MCI »

About the Taliban Isle fortress: how will the Taliban get there (except from spawning there ofc.) Tunnel systems? Canoes?
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Rhino
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Re: [Map] Dahla Dam (4km) [WIP]

Post by Rhino »

The files your looking for are in \Battlefield 2\mods\pr\readme\bf2editor\mods\
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|TG-Irr|Nixon
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Re: [Map] Dahla Dam (4km) [WIP]

Post by |TG-Irr|Nixon »

@ [R-DEV]AFsoccer: I am talking about this file: http://www.gloryhoundz.com/prmm/users/rhino/PR_EDIT.rar

@ MSI: Boats will be available for both of the teams on the shore of the reservoir. Talibans will also have a spawn there.
[R-DEV]Rhino wrote:The files your looking for are in \Battlefield 2\mods\pr\readme\bf2editor\mods\
I was referring to the "ObjectSpawnerDef.con" and the "LevelSettings.con" that where never edited after v.6 (you made theses files Rhino). Would be nice to gave new ones with all the factions. I was going to do it my self, but if someone already did it, I would prefer to use his.

Cheers,

Nix
Rhino
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Re: [Map] Dahla Dam (4km) [WIP]

Post by Rhino »

they are in that path if you look and they do have the Canadian vehicles in there ;)
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|TG-Irr|Nixon
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Re: [Map] Dahla Dam (4km) [WIP]

Post by |TG-Irr|Nixon »

Doh! (slap himself on the forehead) hehe

Thx mate!

(BTW you should indicate this in your tutorial thread, that way it would avoid any confusion :D )
Rhino
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Re: [Map] Dahla Dam (4km) [WIP]

Post by Rhino »

ye, which tut would that be? got so many I can't remember what's in what :p
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