[Map] Brecourt Assault (2km) [WIP] (PR:N)
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AfterDune
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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
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
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AfterDune
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
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).
Do you run in windowed mode? It usually gives you an error (not always).

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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
nope just crashes without error message[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).
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AfterDune
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
Maps works fine for me, just tested it in the repo
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What you could do is this:
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
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
omg,'[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
.
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?
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AfterDune
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
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.
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
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
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:

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
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
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
if you want i could help you with your minimap

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

Uploaded with ImageShack.us
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Amok@ndy
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
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
for the minimap i could generate you a completly new one and tweak it a lil bit with photoshop

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










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
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
you need to switch to Render-> ColourModerodrigoma wrote:also is there any way to disable that see through vision of the undergrowth in the editor?

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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
hey there thanks, you still open to make the minimap?[R-DEV]Amok@ndy wrote:you need to switch to Render-> ColourMode
im not handy at all with PH
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Amok@ndy
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
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)
The level of detail is truly amazing. Love that plane crash inside the barn. 

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Swaggzor
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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
what do you need exactly, ive been trying to follow rhinos tut but the scripts dont work for me[R-DEV]Amok@ndy wrote:sure if you are all done and lightmaps are done ill take care of it
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Amok@ndy
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
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
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
http://wtrns.fr/I5Nspd553V_4QCg[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
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
