[Map] Operation Paraquet (2km) [WIP] (PR:F)

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CTRifle
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[Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by CTRifle »

Hey guys, so after getting my map started I decided that I guess I could post the map im working on for the minimod Falklands. As we got into a discussion about it on the forums, I found out that there was a very small conflict just south-east of the main island which lasted about 12 minutes :-o so, even though we can last alot longer I started making it.

Anyways, it is called Operation Paraquet off of the operation by GB to retake the island
Operation Paraquet - Wikipedia, the free encyclopedia


Alright, Ive changed the map 100% and now its pretty much new.

minimap
PS: Ignore the lightmapping on there didnt fix it yet
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GB will arrive on boats to the port and assault it. There is apoint just north of the village, and alot of shore for the boats to arrive at the island.

Heres some screenies :D

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Shouldve raised my graphics first before testing it but I forgot. Still a wip bit Ive got the layout pretty much done, Ill be adding more buildings buy any more ideas would help ALOT and I still need to make caps or something for gameplay which still thinking of, again help planning would be appreciated!

Comments/questions always welcome!
Last edited by CTRifle on 2012-06-22 00:29, edited 2 times in total.
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sharpie
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Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by sharpie »

Nice initiative :D

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

Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by rodrigoma »

that looks interesting, im looking forward for a beach and cliff assault with boats
G.Kibler[3|AIU]
Posts: 35
Joined: 2010-11-28 15:29

Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by G.Kibler[3|AIU] »

Did you use my "Default" Heightmap for small maps? :P
(Looking Good)
Rhino
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Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by Rhino »

Looking good but you need to remember, this is set in the middle of winter, pretty near the south poll, island should be pretty much totally covered in snow ;)
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CTRifle
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Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by CTRifle »

PlatypusDude wrote:Did you use my "Default" Heightmap for small maps? :P
(Looking Good)
I dont see what you mean...

and yea Rhino I agree, atm only the high parts are in snow, I need to find out what looks good as a snow texture. Dont want everything reflecting in white :p
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Rhino
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Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by Rhino »

Snow textures, best to use the ones from the snow map pack, although we really need snow materials will have to do without them right now.

Will send you what I've got in regards to snow textures.
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by sylent/shooter »

how would one go about making snow materials? Just curious!

Killing the enemy sylently
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by HangMan_ »

You can use sand as your material. It sounds very similar to crunching snow underfoot. Although when you shoot at it, yellow snow pops up at you :p
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CTRifle
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Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by CTRifle »

hmmm Yea, thats the original plan
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LITOralis.nMd
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Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by LITOralis.nMd »

Is it possible to simply desaturate the snow animation frame by frame?
Stark white is still better than the current lemon snowcone color.
CTRifle
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Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by CTRifle »

Little Update

Brrr season change!

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So, there are 4 places on the island. A main village, 2 Argentina bases, and a small old worn down barn. The GB will have to take it from the carrier using boats.

Some Issues
-LOD prooblem, I can see lods in game I think.
-Tree's and rocks dissapear then reappear as I walk closer
-Roads in editor look fine, in game are cut and moved (prob lightmapping), same problem for some texture I put down like in the fire pic, you can see it moved a little bit

BUT doesnt discourage me, will fix er' up

and of course any feedback is always great! :mrgreen:
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Pvt.LHeureux
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Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by Pvt.LHeureux »

Some trees are weirdly angled to the sides?

The camo net in the third screen, it needs to be the overgrowth version.

https://www.realitymod.com/forum/f354-c ... -maps.html

Also, that water looks really cold :)
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Rudd
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Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by Rudd »

when doing your OG

make OvergrowthType.normalScale zero and your trees will point straight up
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CTRifle
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Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by CTRifle »

Rudd wrote:when doing your OG

make OvergrowthType.normalScale zero and your trees will point straight up
It is, but im using 3 different kinds in one material so its doing that. Im going to just make seperate materials for them (or whatever its called)
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=-=kittykiller
Posts: 282
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Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by =-=kittykiller »

no offence mate the minimap looks awesome but the hills man they are ugly
http://www.cheesemans.com/img/antarctic ... loring.jpg
try to think of the mountains and hills as broken faced pyramids not snow cones
Pvt.LHeureux
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Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by Pvt.LHeureux »

=-=kittykiller wrote:no offence mate the minimap looks awesome but the hills man they are ugly
http://www.cheesemans.com/img/antarctic ... loring.jpg
try to think of the mountains and hills as broken faced pyramids not snow cones
It's hard to do that with the BF2 editor
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
CTRifle
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Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by CTRifle »

Hmm yes it is.. Ill see what I can do to make it look better
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Rudd
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Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)

Post by Rudd »

CTRifle wrote:It is, but im using 3 different kinds in one material so its doing that. Im going to just make seperate materials for them (or whatever its called)
dont worry dude, you set the normalscale for each individual OG you use, so if you have trees and bushes in one material, you can set the trees straight and bushes to follow the terrain

CTRifle wrote:Hmm yes it is.. Ill see what I can do to make it look better
Try messing with your tilling settings, they are in the general tab on the tweakbar when you are in the terrain editor with the texture brush enabled
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