[Map] Badghis mountains (2km) [WIP]

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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

expanded the fields to look more natural :razz:

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[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.
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Badghis mountains (2km) [WIP]

Post by Shovel »

I like it, but the grey paths look to bright IMO.
Shovel009
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Badghis mountains (2km) [WIP]

Post by AFsoccer »

I like the overall look (the brown mountains and sky) but...

- the trees look too perfectly spaced
- the road looks too bright and perfect
- the crop field coloring goes right up to the roads, which isn't likely
- remember that undergrowth (such as those poppies) won't render at a distance

Just some things to think about... but like I said it's developing a nice "look" to it.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

[R-DEV]AFsoccer wrote:I like the overall look (the brown mountains and sky) but...

- the trees look too perfectly spaced
- the road looks too bright and perfect
- the crop field coloring goes right up to the roads, which isn't likely
- remember that undergrowth (such as those poppies) won't render at a distance

Just some things to think about... but like I said it's developing a nice "look" to it.
i see what you mean :)

- ill try to spread them out in a more belivable pattern
- the roads is only temporary and will be replaced with propper road textures later
- ill fix the coloring
- the poppies will be replaced with the OG type when i have the time to do rhino`s tutorial on it

hope that cleared some questions :-D
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[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.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rhino »

http://i261.photobucket.com/albums/ii69 ... s/12-1.jpg

the tree on the left that isn't sunk into the ground which has less leaves than the others, that has bad fps problems and shouldn't be used, as well as LM casting and some other problems too.
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

'[R-DEV wrote:Rhino;1723288']http://i261.photobucket.com/albums/ii69 ... s/12-1.jpg

the tree on the left that isn't sunk into the ground which has less leaves than the others, that has bad fps problems and shouldn't be used, as well as LM casting and some other problems too.
ill remove those then :wink:
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[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.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

damnit! crashing when i finish loading before the "join" button apears...

tried fixing my lightmaps, lowdetailtextures etc... maybe something wrong with my Init file?

Code: Select all

rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor

run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sounds.con
run Sky.con BF2Editor
run Editor/GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\badghis_mountains\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor

else

run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run SoundDistances.con
run tmp.con v_arg1
Undergrowth.load Levels\badghis_mountains\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con

endIf

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

run ../../Factions/faction_init.con 1 "taliban"
run ../../Factions/faction_init.con 2 "ger"

rem -----------------------------------------------------------------------------

gameLogic.setBeforeSpawnCamera -19/46/-830 17/9/0

if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix ""
else
texturemanager.customTextureSuffix ""
endIf
rem -----------------------------------------------------------------------------

GameLogic.MaximumLevelViewDistance 1300

rem -----------------------------------------------------------------------------

gameLogic.setDefaultNumberOfTicketsEx 16 1 50
gameLogic.setDefaultNumberOfTicketsEx 16 2 50
gameLogic.setDefaultNumberOfTicketsEx 32 1 50
gameLogic.setDefaultNumberOfTicketsEx 32 2 50
gameLogic.setDefaultNumberOfTicketsEx 64 1 500
gameLogic.setDefaultNumberOfTicketsEx 64 2 500
gameLogic.setDefaultNumberOfTicketsEx 128 1 50
gameLogic.setDefaultNumberOfTicketsEx 128 2 50
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 10
gameLogic.setTicketLossPerMin 2 10

rem -----------------------------------------------------------------------------

rem -----------------------------------------------------------------------------

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
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[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.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

some editor pics for the lulz :grin:

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[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.
CTRifle
Retired PR Developer
Posts: 1056
Joined: 2011-01-03 14:57

Re: [Map] Badghis mountains (2km) [WIP]

Post by CTRifle »

To fix that join problem, copy a water.con file from a bf2 map and paste it in your level, also make sure all surrounding terrain is active.
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

CTRifle wrote:To fix that join problem, copy a water.con file from a bf2 map and paste it in your level, also make sure all surrounding terrain is active.
thanks for the tip! ill try it later when i get home ;)
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[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.
=-=kittykiller
Posts: 282
Joined: 2012-02-12 18:43

Re: [Map] Badghis mountains (2km) [WIP]

Post by =-=kittykiller »

this is a unique looking map. Thats what makes it a pro - effort love the dark sky finish this become a hero
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Badghis mountains (2km) [WIP]

Post by Amok@ndy »

Windowed Mode gave no ErrorMessage ?
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rudd »

this map has a REALLY unique feel from those pictures, fantastic stuff :)
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

CTRifle wrote:To fix that join problem, copy a water.con file from a bf2 map and paste it in your level, also make sure all surrounding terrain is active.
didnt work :(
[R-DEV]Amok@ndy wrote:Windowed Mode gave no ErrorMessage ?
nope.com :confused:
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[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.
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Badghis mountains (2km) [WIP]

Post by AFsoccer »

That crash is one of the hardest to solve. Have you done some searches at bfeditor.org?
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Badghis mountains (2km) [WIP]

Post by AfterDune »

Pass me the map, I'll try to take a look.
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Badghis mountains (2km) [WIP]

Post by Amok@ndy »

have you tried debugger ?
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

ohh joy! i replaced the GPO with one from the previous working version, and added an extra blank line in the init.con file and now it works! :D :D :D
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[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.
LongHairedHuman
Posts: 110
Joined: 2010-11-23 16:03

Re: [Map] Badghis mountains (2km) [WIP]

Post by LongHairedHuman »

You know you're doing it right when you got 5 [R-DEV]'s in your topic, don't you.

The map looks really nice, and I love the sky setting, it gives the map that touch, that it really needs.

Great work!
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

Minimap:

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Ingame screenshots:

ImageImage[url=hhttp://i261.photobucket.com/albums/ii69/ultrakill91/Norwegian%20forces%20map/Bagdhis%20mountains/111-1.jpg?t=1339837125]Image[/url]ImageImageImageImageImageImageImageImageImageImage
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[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.
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