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

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AfterDune
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Joined: 2007-02-08 07:19

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

Post by AfterDune »

Ah, so that must be it then.
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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

but as of now everything is "isOvergrowth 0" on the staticobjects.con, also i was thinking about reducing the view distance if its needed for performance issues as it wouldnt influence the gameplay much
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

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

Post by AfterDune »

Okay, well.. leave it as is then. But still a crash... hmm.

Do you run in windowed mode? It usually gives you an error (not always).
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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:Okay, well.. leave it as is then. But still a crash... hmm.

Do you run in windowed mode? It usually gives you an error (not always).
nope just crashes without error message
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

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

Post by AfterDune »

Maps works fine for me, just tested it in the repo :) .

What you could do is this:
  • Create a folder "my_level" in mods/pr/levels/
  • Put your files (info-folder, client.zip and server.zip) in there
  • Compare your init.con (located inside server.zip) to an init.con of a Normandy map
  • Notice that your init.con holds spawn stuff. The editor puts it there. Replace all that "****" with the following 2 lines:

    run ../../Factions/faction_init_ww2.con 1 "ww2ger"
    run ../../Factions/faction_init_ww2.con 2 "ww2usa"
    rem -
  • Save the init.con and put it in your server.zip file
  • Copy a clientarchives.con and serverarchives.con file from one of the Normandy maps (these files are located in the server.zip files of Normandy maps) and put them in your server.zip file
  • Run PR, load your map, that should do the trick :) .
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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 wrote:AfterDune;1797292']Maps works fine for me, just tested it in the repo :) .

What you could do is this:
  • Create a folder "my_level" in mods/pr/levels/
  • Put your files (info-folder, client.zip and server.zip) in there
  • Compare your init.con (located inside server.zip) to an init.con of a Normandy map
  • Notice that your init.con holds spawn stuff. The editor puts it there. Replace all that "****" with the following 2 lines:

    run ../../Factions/faction_init_ww2.con 1 "ww2ger"
    run ../../Factions/faction_init_ww2.con 2 "ww2usa"
    rem -
  • Save the init.con and put it in your server.zip file
  • Copy a clientarchives.con and serverarchives.con file from one of the Normandy maps (these files are located in the server.zip files of Normandy maps) and put them in your server.zip file
  • Run PR, load your map, that should do the trick :) .
omg, :razz:
thank you so much, it finnaly worked, i already been looking and found lots of things that need fixing, the factions seem to be messed up i dont know why, and i must have saved the dds minimap wrongly because its all fucked up
one thing though, Some fields i have plced appear and disappear when you drive through them?
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

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

Post by AfterDune »

Glad it works for you now! ;)

The flags are reversed, sort of. The flagnames are fine, but you have to switch the teams (so team 1 -> 2, team 2 -> 1).

Yeah, noticed the same thing with the fields. No idea why that is. I have that in the editor sometimes, but have never seen it in-game.
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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

Finnaly got the map to work again
if someone wants to try it out for themselfs and look around give mke suggestions and find bugs I would be thankful, remember though this map is still very much wip, there are still alot of terrain things to take care off and some buildings are not appearing because of the Repo, and the US main is going to be majorly fixed yet
also the static guns and german vehicles are not working at the moment

http://wtrns.fr/6J8tmYQV3V4qT8G
here is the link
current minimap:
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Amok@ndy
Retired PR Developer
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Amok@ndy »

if you would just fix this ugly black fields your minimap would be really stunning

if you want i could help you with your minimap
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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]Amok@ndy wrote:if you would just fix this ugly black fields your minimap would be really stunning

if you want i could help you with your minimap
i would accept all help i can get, but how could you help me with the minimap, i need to send you the 4 images? is that what you where meaning
about the "ugly black fields" its kind of weird now all patched but i was thinking of touching it up in PH if you look in the real images:
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Amok@ndy
Retired PR Developer
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Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

no the "black patches" need to be fixed in the lightmaps or you will have those issues ingame also,

for the minimap i could generate you a completly new one and tweak it a lil bit with photoshop
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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

after some holidays i finnaly was able to resume work on the map,
today i made the some probably final lightmaps although they are at medium, and fixed some small things
here are some screenshots:
(i need to take some better ones ingame) also is there any way to disable that see through vision of the undergrowth in the editor?
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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 »

rodrigoma wrote:also is there any way to disable that see through vision of the undergrowth in the editor?
you need to switch to Render-> ColourMode
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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]Amok@ndy wrote:you need to switch to Render-> ColourMode
hey there thanks, you still open to make the minimap?
im not handy at all with PH :sad:
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 »

sure if you are all done and lightmaps are done ill take care of it
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Arc_Shielder
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Arc_Shielder »

The level of detail is truly amazing. Love that plane crash inside the barn. :p
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Swaggzor
Posts: 115
Joined: 2011-02-10 20:47

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

Post by Swaggzor »

beau-ti-full
*NwA* SwaggerNL
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

[R-DEV]Amok@ndy wrote:sure if you are all done and lightmaps are done ill take care of it
what do you need exactly, ive been trying to follow rhinos tut but the scripts dont work for me :? :
Amok@ndy
Retired PR Developer
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Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

well if the map is ready to get released and no more changes are planned, then send me over the wholemapfolder, if you have atlaslightmaps i dont need the single lightmapfiles
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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]Amok@ndy wrote:well if the map is ready to get released and no more changes are planned, then send me over the wholemapfolder, if you have atlaslightmaps i dont need the single lightmapfiles
http://wtrns.fr/I5Nspd553V_4QCg
here is the map folder, i didnt manage to find the lightmap atlases so i just send it as it is, sorry if its a bit big
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