[Map] Red Falcon (4km) [WIP]

Maps created by PR community members.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Red Falcon (4km) [Concept]

Post by sylent/shooter »

that could work as well :) Play around with it a bit. On my map I went through many different versions of specific places before I found one that fit the map and worked well!

Killing the enemy sylently
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Red Falcon (4km) [Concept]

Post by Rhino »

A modern fighter jet wouldn't take off a dirt runway, it would be soo heavy that it would most likely sink into the ground and even if it managed to get round that, the amount of **** that would be sucked into the engine would destroy it.

For airbases, you should be looking into the new system: https://www.realitymod.com/forum/f196-p ... rbase.html
More info on making them: https://www.realitymod.com/forum/f189-m ... rbase.html

Also "landing and takeoff" runways side by side are pretty unrealistic... Your better off making a single runway, or two runways running in different directions.
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Fresz
Posts: 267
Joined: 2008-10-04 17:53

Re: [Map] Red Falcon (4km) [Concept]

Post by Fresz »

@Stemplus: Contact us: Polish Forces :: Strona G??wna
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Red Falcon (4km) [Concept]

Post by sylent/shooter »

@ Rhino, I was thinking that the airfield would be more like a static area of interest rather than a functional area. If he intends on making aircraft on the map then absolutely my idea wouldn't work :P But if it's just an area where it's meant to be interesting (burning sands airport for instance) then I was thinking that the temporary one would be for supplies being flown in and what not.

Killing the enemy sylently
Stemplus
Posts: 333
Joined: 2011-06-25 17:31

Re: [Map] Red Falcon (4km) [Concept]

Post by Stemplus »

Ekhem, sorry for being offline for quite a while, but I was on a holiday trip. Well, back to discussion.

@Rhino, I would put those runways there, but both of them aren't modern airports. One is a closed, ruined airbase from the afghan war (70's, 80's), and the second one is an airport that is not finished yet. You won't even have 2 runways on it. But yeah, I will try not to put landing and take-off runway parallell to each other :)

EDIT:

I started learning the basics, and I've made a 256 map, but there is a major problem when I try to make the 4km version. I simply can't see the whole map. Only a small part of it (I took 2024 map with scale 4, which gave me a 4048m map). How do I fix it?
Last edited by Stemplus on 2012-07-14 12:35, edited 1 time in total.
Stemplus
Posts: 333
Joined: 2011-06-25 17:31

Re: [Map] Red Falcon (4km) [Concept]

Post by Stemplus »

well, unfortunately that didn't help :/ I think its a setting in the editor that I can't find..
Last edited by Stemplus on 2012-07-15 07:07, edited 1 time in total.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Red Falcon (4km) [Concept]

Post by Rhino »

Stemplus wrote:@Rhino, I would put those runways there, but both of them aren't modern airports. One is a closed, ruined airbase from the afghan war (70's, 80's), and the second one is an airport that is not finished yet.
Both of thous reasons are even more reasons why you should make them with the new system. Although harder to make sure, the only real way you can get a proper looking abandoned airport, or one that is unreconstructed, is to do them with the new system.
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Nemes1s
Posts: 42
Joined: 2011-08-04 13:40

Re: [Map] Red Falcon (4km) [Concept]

Post by Nemes1s »

Stemplus wrote:well, unfortunately that didn't help :/ I think its a setting in the editor that I can't find..
Change the fog settings in the editor, they're located under Lightsettings.
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Stemplus
Posts: 333
Joined: 2011-06-25 17:31

Re: [Map] Red Falcon (4km) [Concept]

Post by Stemplus »

Thx for help Nemes :) Got the problem fixed. The only problem I have left is that objects dissapear when I get further than 100m away from them, but I will try to fix it on my own.
Nemes1s
Posts: 42
Joined: 2011-08-04 13:40

Re: [Map] Red Falcon (4km) [Concept]

Post by Nemes1s »

Stemplus wrote:Thx for help Nemes :) Got the problem fixed. The only problem I have left is that objects dissapear when I get further than 100m away from them, but I will try to fix it on my own.
You could add "renderer.minCullDistance 2000" (without the " ) to your map's init.con to fix that problem.
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Red Falcon (4km) [Concept]

Post by Amok@ndy »

Nemes1s wrote:You could add "renderer.minCullDistance 2000" (without the " ) to your map's init.con to fix that problem.
not to the init.con simply type that in the editor console and you will see your objects
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Stemplus
Posts: 333
Joined: 2011-06-25 17:31

Re: [Map] Red Falcon (4km) [Concept]

Post by Stemplus »

Ok, works. What about overgrowth/undergrowth draw range?
Last edited by Stemplus on 2012-07-16 12:18, edited 2 times in total.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Red Falcon (4km) [Concept]

Post by Amok@ndy »

have a look at current build maps for the beginning thats enough, later on you can start optimizing your map
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Stemplus
Posts: 333
Joined: 2011-06-25 17:31

Re: [Map] Red Falcon (4km) [Concept]

Post by Stemplus »

Dunno why, but Tpaint is using my old texture brushes, even if I save "brushes" and "terrain" when I save BF2editor, run Tpaint, and start the editor again :/
Last edited by Stemplus on 2012-08-08 15:58, edited 2 times in total.
Stemplus
Posts: 333
Joined: 2011-06-25 17:31

Re: [Map] Red Falcon (4km) [Concept]

Post by Stemplus »

First update time!!

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Sorry that the hills are so green, but I dunno how to fix it, since I am not going to paint them manually, and Tpaint is using the old textre brushes for some reason :/
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Red Falcon (4km) [Concept]

Post by AfterDune »

You do know that if you're using Tpaint, you have to manually place the colortextures (as .tga I believe) in its folder, right? Otherwise it'll be using the ugly default ones Tpaint is shipped with :p .
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Stemplus
Posts: 333
Joined: 2011-06-25 17:31

Re: [Map] Red Falcon (4km) [Concept]

Post by Stemplus »

seriously? I didn't see that in the tutorial :roll:
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Red Falcon (4km) [Concept]

Post by AfterDune »

They're called steep.tga, low.tga and high.tga. Open them (with Photoshop for example), also open the colortexture you're using in your map (open the common_client.zip of you PR files and browse to the colortexures). Copy and paste the colortexture onto the steep/low/high and save the file as .tga.

You also know the first 3 layes of your map represent steep, high and low, right?
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Stemplus
Posts: 333
Joined: 2011-06-25 17:31

Re: [Map] Red Falcon (4km) [Concept]

Post by Stemplus »

I know. In the tutorial, "now asign texture layers. layer 1 should be steep texture, layer 2 should be high, and layer 3 should be low" I thought that it ment to go to the editor, asign the layers, save, and quit :D
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