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

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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

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

Post by AfterDune »

I got it from BGF. But perhaps it originally came from OPK? The building fits in the Normandy maps nicely anyway :) .
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

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

Post by Pvt.LHeureux »

I'm using it on my map, it got walls that fits with it :razz:
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

'[R-DEV wrote:AfterDune;1771462']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.
thats is very cool, ill use it right away :D

and Lucky if you could model it it would be epic :-D :mrgreen: :mrgreen:
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

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

Post by lucky.BOY »

That static looks real good! Although, it seems to have bad LODs; 2k tris for last lod is too much, especially for such a big thing. Also Last LOD should have only one material, or else it will have buggy dynamic shadows (shadows on weapon for expample).


BTW, here is some interesting reading about this battle:

Br?court Manor Assault

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

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

Post by rodrigoma »

Updated the minimap again
i have had some free time lately so quite a lot of advance , really closing in on the town now
also added a bunker hill type complex on the north west part of the map just west of brecourt.
sharpie
Posts: 1434
Joined: 2009-11-08 03:41

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

Post by sharpie »

Looking REAAAAAAAALY nice brother. Great job ;D
"Tom I think you have influenced the combat effectiveness of this team! Everyone has gone full potato."~Foxxyfrost

[DM]P*Funk: its like a funk guitar seminar up in that *****

K_Rivers-"...everything is broken in your country,"

RinWarZip: Your butthurt is like cold september morning by the seashore for me. Refreshing. Pepper mint.

Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

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

Post by Pvt.LHeureux »

Rodrigoma, I'm going to send you some files that you will love for your map :)

Check your PMs.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

Pvt.LHeureux wrote:Rodrigoma, I'm going to send you some files that you will love for your map :)

Check your PMs.
hey thanks but i have already been using them
Afterdune passed them to me before :mrgreen: :mrgreen:
ive been using them alot
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

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

Post by Pvt.LHeureux »

Oh ok, I just discovered how awesome they are so I thought you should know too :D
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

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

Post by Pvt.LHeureux »

Be sure to check this out Rodrigoma :

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

I think you got this bush in your map, if yes, remove it :

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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

im going to format my computer and upgrade my ram finnaly
im hoping to be able to work more because ive been getting so many crashes lately
ive got one question, is it possible to save the bf2 files so i dont have to isntall everything again?
thank you
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

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

Post by Rhino »

ram is something you can easily upgrade without having to format, but its still a good idea to format now and again just to keep your system clean and fresh :)

And ye, just backup your "pr_edit" mod when you format and put it back into your mods folder after you reinstall but everything else, BF2 and other mods (other than any other _edit mods you might have) I would install with the proper installers to ensure its all good :)
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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

[R-DEV]Rhino wrote:ram is something you can easily upgrade without having to format, but its still a good idea to format now and again just to keep your system clean and fresh :)

And ye, just backup your "pr_edit" mod when you format and put it back into your mods folder after you reinstall but everything else, BF2 and other mods (other than any other _edit mods you might have) I would install with the proper installers to ensure its all good :)
ah ok then
im going to format just because it so full of junk and theres some system errors
it is going to take a bit more work then, i sure hope i dont forget anything in the way and then mess it all up
so im going to need bf2, pr and the editor installed and then everything else i can copy from pr_edit
also while we are at it, what do you advice for a Ram upgrade considering i have 2 gb now and a dual core?
thanks
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

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

Post by Pvt.LHeureux »

1. Install BF2
2. Install patch 1.41
3. Install patch 1.5
4. Install PR, the map pack and vietnam (if you wish lol)
5. Put pr_edit back in the mods folder

I think that's about it.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

ok finally sorted everything out, been working this weekend and got some progress
updated the minimap showing that im nearly closing in on the town itself that will be hard job but im exited for now
i also got some inspiration from the new maps and loved the civilian car, that swill be a really useful model now we only need a wreck version of it ;)
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

hello i need help ;)
im trying to test my map and i just get the same " cannot find gamplayobjects.con" error every time
i cant find out what im missing, i have spawnpoints control points object spawners , combat area...
can someone help me please?
thank you
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

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

Post by sylent/shooter »

did you pack it? You have to use the map packer that Rhino made! https://www.realitymod.com/forum/f189-modding-tutorials/30267-tool-map-build-script.html

Killing the enemy sylently
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

'[R-CON wrote:sylent/shooter;1786209']did you pack it? You have to use the map packer that Rhino made! https://www.realitymod.com/forum/f189-modding-tutorials/30267-tool-map-build-script.html
dumb me
i had the map build script and ran it but i didnt have 7zip installed yet so it wasnt doing anything :p :p

im trying it now again and see what happens
thanks for the quick help

>Edit: weird still not working, same error
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

updated the minimap with some lightmaps finnally! I think it looks much better now ;)
also added some screenshots with the lightmaps of some new areas
I still can test my map though ;(
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

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

Post by sylent/shooter »

Go into your GPO folder and tell me what you see. If you want to quick test then you need to have just an AAS layer, 64. If you have nothing my guess is that the editor isn't saving it correctly.

Killing the enemy sylently
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