[Map] Brecourt Assault (2km) [WIP] (PR:N)

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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

lucky.BOY wrote:I went through the files and didnt find anything like that in there, and would do it, i just need dimensions, because from that picture its really hard to see. I need heigh and interval between two posts, rodrigoma, please.
Also i would make it with 4-sided posts, not these tree branches like on the picture, but i think it wont matter :)

-lucky
hey
there are already some posts in PR:N made that say barbed wire but they are just the poles and have nothing to connect them, it would be useful to have a barbed wire to make barriers for infantry , and not have the whole wooden fence business
also if you know BIA:Road to hill 30 or earned in blood you should know what i mean

Started on the trench system a while ago, it will be a hard job to make it look good, probably it wond be that nice :-(
ill show some screens of various options after tommorow (national holiday:mrgreen :)
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by lucky.BOY »

Erm, those wooden fences Rudd refers to have col meshes setup so vehicles can drive thru, so the are not an obstacle to any vehicle. They are in objects\staticobjects\pr\fences\wooden_fences, you can take a look at their col meshes in editor if you want :) .

Took a look at those fences from PN, but they are bundlemeshes (dont exactly know what that means), and they use custom Bfg textures, where i think i can do it with vanilla common textures.

-lucky
AfterDune
Retired PR Developer
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

Don't think the bundledmesh barbed wire is still in the files. At least Theyre not used in any map, causethey caused issues.
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rodrigoma
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Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

UPDATE:
been working on the trench system near brecourt manor
added screens to the first post:
it is not final but tell me what you think
AfterDune
Retired PR Developer
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

http://i.imgur.com/RfT7w.jpg

Don't use that camonet, it's really bad. Instead, use either the PR one in the vegitation folder, or use the camonets that come with Normandy (located in objects/staticobjects/CamouflageNets/).

I think the trenches are a bit too dark. Not your "fault", it's just the color they have right now. I think we can make it a bit lighter, that way it looks better in an environment such as yours.

They are so dark, because they were only used on Operation Overlord at first. We could make it a bit lighter, so it fits in the terrain better.

Btw, did you try out the hexagon grass?

Other than that, great job!
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rodrigoma
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Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

'[R-DEV wrote:AfterDune;1766495']http://i.imgur.com/RfT7w.jpg

Don't use that camonet, it's really bad. Instead, use either the PR one in the vegitation folder, or use the camonets that come with Normandy (located in objects/staticobjects/CamouflageNets/).

I think the trenches are a bit too dark. Not your "fault", it's just the color they have right now. I think we can make it a bit lighter, that way it looks better in an environment such as yours.

They are so dark, because they were only used on Operation Overlord at first. We could make it a bit lighter, so it fits in the terrain better.

Btw, did you try out the hexagon grass?

Other than that, great job!
I have changed the camo nets, you where right they look much better :razz:
i tried to work with the current draker trenches, it would be nice to have some lighter ones but i dont think it is a grave matter i tried to blend them the best i could

im not shure about the hexagon grass, it looks a bit weird and too geometrical in the editor maybe ingame its not that bad :? :
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Pvt.LHeureux »

Well in game you don't really notice it since you're not above the terrain really.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
AfterDune
Retired PR Developer
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

Hexagon looks like this in-game: http://i.imgur.com/LXWfh.jpg
(couldn't find a better example straight away)
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rodrigoma
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Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

it looks good in large covered sufaces but im a bit worried with the inclines in the hedges, i would have to use one undergrowth type for the hedges and one for the open fields which will be a piece of work but ill see what i can do :-D
AfterDune
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

Well, whatever looks good for you, we'll see how it goes :) .
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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

[R-DEV]AfterDune wrote:Well, whatever looks good for you, we'll see how it goes :) .
i have posted some updated images with the hexagon grass :p
what you guys think?
Pvt.LHeureux
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Pvt.LHeureux »

Have you ever mapped before? Because you are very talented.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Wakain »

those are pretty excellent statics, couldn't they be used for an european theater in vanilla pr as well?
Psyko
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Joined: 2008-01-03 13:34

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Psyko »

the trenches are looking really cool. Go and watch band of brothers on this episode. its amasing. the grass is pretty short.

Be really careful about the heigth of the grass, if its undergrowth with short draw distance it will ruin the engagements. and if its too long and static, it will.....ruin the engagements.
AfterDune
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

Looking good! I like what you do with the little statics we have :) .
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rodrigoma
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Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

Pvt.LHeureux wrote:Have you ever mapped before? Because you are very talented.
hehe, ive had a try a long time ago, but im more serious now :-P
but thanks , i would like too see how your map is going aswell
unfortunatly though im probably going to require a lot of help and nag alot of people when it comes to the more technical aspects
Looking good! I like what you do with the little statics we have .
:lol: ive done a bit of what we call in Portuguese "desenrascan?o", i have sorta abducted the desert sandbag static and created my one, i only wish there where more plank statics :lol: :lol:
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

Updated the minimap and added two new screenshots of the progress
the brecourt manor isnt very similar to real life but it was the best i could do with the current statics ;(
lucky.BOY
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Joined: 2010-03-03 13:25

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by lucky.BOY »

Well, it looks like a fun cp to fight on, but, well, doesnt look like the real thing. I think that Brecourt Assault should have a Brecourt manor, or at least some manor...

In a week I will hopefully pass my high school finals, and then i would be glad if I could make this static for you. Its great to see you progressing so fast, This will be one great map :)
AfterDune
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

I sent him this, it could work:

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Fully enterable. Has stables, serveral stories with (bed)rooms, windows to shoot out from. It's going to be a really interesting thing to defend. I'm using it on "Road to Saint-Lo" as well, a PR remake of the FH2-variant.
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Amok@ndy
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Amok@ndy »

this building reminds me to OPK
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