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

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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 just find out that the only time that stukas were used in normandy was to strafe a group of infantry on Purple Heart's Lane, wich ended up in 30 casualties, wouldn't really fit lol. So I'm better of making a fictious map or something :? ??:

Maybe I can put some on Operation Cobra even if it isn't accurate lol
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

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

Post by sylent/shooter »

Dont forget guys that you can really easily re-texture that wall. If the geometry fits then keep it and start work on a simple texture. Sort of what GAZA did with it's walls and yellow brick. I'm sure that if you bleach the texture a bit and make it more white then it would fit better. There are loads you can do as I'm sure you could use a custom texture suffix in your map.

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]sylent/shooter wrote:Dont forget guys that you can really easily re-texture that wall. If the geometry fits then keep it and start work on a simple texture. Sort of what GAZA did with it's walls and yellow brick. I'm sure that if you bleach the texture a bit and make it more white then it would fit better. There are loads you can do as I'm sure you could use a custom texture suffix in your map.
I have absolutely zero knowledge or experience with modding or texturing, so i could use some help on that matter,
hell i dont even have photoshop :mrgreen:
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

im please to say that the map atleast static wise is nearly nearly finished, only some details in the town missing.
however, i still have to work out the gameplay stuff and make the map actually not crash everytime
I updated the minimap
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

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

Post by Pvt.LHeureux »

The map looks wonderfull, will be in the next version :D
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

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

Post by AfterDune »

Minimap looks great! :)

Btw, the "black" fields, have you placed these large overgrowth fields there and then lightmapped? If so, when you do you next lightmap, hide those fields. If you hide them, you won't have these black "shadow fields" anymore ;) .
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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]AfterDune wrote:Minimap looks great! :)

Btw, the "black" fields, have you placed these large overgrowth fields there and then lightmapped? If so, when you do you next lightmap, hide those fields. If you hide them, you won't have these black "shadow fields" anymore ;) .
i think Ill leave it that way it is actuallty that dark in the photos
I finished the town though, changed the church, im not too happy for using this same static over and over again b ut its actually quite close to teh church in real life, also teh other one kind of sucked :|
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now im not really in the mood to figure things out tecnically, and im loosing hope :mad:
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

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

Post by Rhino »

looking good, but you do need to change your tree light colour and also that fiel's texture in the bottom right is rather pixely.
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Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

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

Post by Sgt. Mahi »

Upload newest version of the map. I'll see if I can help you with the crashing.
Peace is that brief glorious moment in history when everybody stands around reloading
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

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

Post by AfterDune »

Love what you've done to the place, rodrigoma, looks really really nice.
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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:looking good, but you do need to change your tree light colour and also that fiel's texture in the bottom right is rather pixely.
can you explain me what do you eman by light tree colour and i know its rather pixely but i thought it was normal, and form ground level you dont notice

uploading the new version:
http://wtrns.fr/5kBkqskWxyutxM
its still called "my_level" hehe
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

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

Post by AfterDune »

The color of the trees, you can adjust them in the light settings. This may help there: Sky.con Light Settings Explained - BFEditor
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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

ok I changed the light settings,
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and the final layout minimap, however i cant make the buildings appear on the minimap, ive read teh tutorial but didnt understand what i have to do exactly to activate the buildings
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i still need soemone to test the map for the crash please
CTRifle
Retired PR Developer
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by CTRifle »

damn thats awesome
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AfterDune
Retired PR Developer
Posts: 17094
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

Really good. Got plans for flags and assets?
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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

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

Post by BroCop »

For the minimap. Set your renderer.minCullDistance to 3000 and then generate the minimap (might want to finalize the roads aswell prior to generation so they appear properly instead of having parts missing however note that you dont need to save the changes, just generate the minimap). For the fields...well someone else should explain that one.
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

create a new layer (available for all gamemodes so similar to default), select all fieldstatics and move them to the new layer, hide the layer before generating lightmaps, unhide new layer and generate minimap
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

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

Post by lucky.BOY »

I dont know but Lightmaps seem quite lowres to me, also those yellow fields seem rather pixel-ish. Just wonedring if you can make it even more awesome, becouse now it looks really awesome :)

If you want, you can send me the map and i will see if i can load it up, hit me with PM.
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

CroCop wrote:For the minimap. Set your renderer.minCullDistance to 3000 and then generate the minimap (might want to finalize the roads aswell prior to generation so they appear properly instead of having parts missing however note that you dont need to save the changes, just generate the minimap). For the fields...well someone else should explain that one.
thank you,
yes the lightmaps are just for show off, its the lowest resolution possible :mrgreen:
about the fields ill see what i can do

afterdune you also have a screen on the first page on the flag layout, and as of now americans have willis jeeps trucks and im missing the tanks, germans will ahve a couple of stugs:
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and the new minimap with most buildings rendering, although some are missing
and the shrubs looking weird
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Last edited by rodrigoma on 2012-07-21 14:31, edited 2 times in total.
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

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

Post by BroCop »

Sheeit...forgot to mention OG.

Right before you generate your minimap, to make the OG appear you actually need to redo lightmaps. Just do the "closest area" or whatever the option is called (sorry for my expression but I did lightmaps only 2 times so dont really remember the interface too much) on a ground patch near some of your OG. That turns all the overgrowth on your map into statics so they will actually appear on the minimap.
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