[Map] Red Falcon (4km) [WIP]
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CTRifle
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Re: [Map] Red Falcon (4km) [Concept]
Sorry if you already said it, but where can all the textures be found to use with Tpaint?


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Rhino
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Re: [Map] Red Falcon (4km) [Concept]
Can be anything you want since the colour texture that is part of the map files, not the mod and as such, your not limited by textures or how they are used.CTRifle wrote:Sorry if you already said it, but where can all the textures be found to use with Tpaint?
If you want to use the BF2 colour textures however you can find them in \mods\bf2\Common_client.zip\Terrain\Textures\Color\
But you are in no way limited to these colours, you can download or make your own. For pretty much every map I make I always make my own colour textures (even if I don't use TPaint to paint them, I use L3DT which it's painting system is somewhat like TPaint, but much more advanced and flexible when you know how to use it).
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VapoMan
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Re: [Map] Red Falcon (4km) [Concept]
Check out the video tutorial I did for Tpaint, it explains some stuff that isn't covered in the written tutorial.CTRifle wrote:Sorry if you already said it, but where can all the textures be found to use with Tpaint?
https://www.realitymod.com/forum/f189-m ... ost1495950
"Eight glorious sides and eight stunning angles!"
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Stemplus
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Re: [Map] Red Falcon (4km) [Concept]
Why someone keeps changing my topic's name to [Concept]? Do they don't believe me that I am working on the map or they are just blind?
EDIT:
Hmm... the name "[Map]Red Falcon (4km) [WIP] is there untill post #8.. then it changes back to [Concept]... Also the topic name stays [Concept] instead of [WIP]... Could someone fix it please?
EDIT:
Hmm... the name "[Map]Red Falcon (4km) [WIP] is there untill post #8.. then it changes back to [Concept]... Also the topic name stays [Concept] instead of [WIP]... Could someone fix it please?
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Stemplus
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Re: [Map] Red Falcon (4km) [WIP]
What do you think about this MEC main base? I just want to make sure it's fine before I start work so I won't have to do it all over again 


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lucky.BOY
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Re: [Map] Red Falcon (4km) [WIP]
What are those grey rectangles supposed to be? I can make out helipads, runways and parking lot just fine, but not the rest.
You might want to add some hangars close to helipads, or fuel depots etc. For runways, you need to connect them to hangars with taxiways, but make sure that they are not too long .
Are those big transport planes meant to use the airfield regurarly, or are they just there with the invasion force? If that area they are in is used by big planes regurarly, maybe make it part of the airstrip, i.e. modelled, and connect it to nothern runway.
EDIT: Also on airfield with multiple runways those runways are usually connected, as the active runway is selected according to direction of wind etc.
You might want to add some hangars close to helipads, or fuel depots etc. For runways, you need to connect them to hangars with taxiways, but make sure that they are not too long .
Are those big transport planes meant to use the airfield regurarly, or are they just there with the invasion force? If that area they are in is used by big planes regurarly, maybe make it part of the airstrip, i.e. modelled, and connect it to nothern runway.
EDIT: Also on airfield with multiple runways those runways are usually connected, as the active runway is selected according to direction of wind etc.
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Rhino
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Re: [Map] Red Falcon (4km) [WIP]
Pretty much everything that came to my mind toolucky.BOY wrote:What are those grey rectangles supposed to be? I can make out helipads, runways and parking lot just fine, but not the rest.
You might want to add some hangars close to helipads, or fuel depots etc. For runways, you need to connect them to hangars with taxiways, but make sure that they are not too long .
Are those big transport planes meant to use the airfield regurarly, or are they just there with the invasion force? If that area they are in is used by big planes regurarly, maybe make it part of the airstrip, i.e. modelled, and connect it to nothern runway.
EDIT: Also on airfield with multiple runways those runways are usually connected, as the active runway is selected according to direction of wind etc.
I would seriously only have one runway, two is really not worth it in my experience, as no one will use "one for landing, the other for taking off" (which is unrealistic btw) as only the closest/easiest runway will be used as no one wants to taxi the extra distance...
Also having so many helipads, and them all bunched up with a fence around them I can see causing problems. Would have them in an open area and spaced out, with only as many as you really need with possibly a few extra encase you need them for GPO alterations, but tbh your never going to need that many for a combined arms map. Want to also avoid having big objects near helipads as choppers tend to find there way into them on takeoff/landing
But ye, need to clear up your plan with marking what is what, add taxiways etc as lucky said, also adding zones where you plan for repair/rearming (which have to be spheres btw).
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Stemplus
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Re: [Map] Red Falcon (4km) [WIP]
ok, I just thought 2 runways is more "realistic" 
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Rhino
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Re: [Map] Red Falcon (4km) [WIP]
Generally that's true but in thous cases thous casing they are normally overlapping and as lucky said, in the direction of the most common wind directions for the airfield and then only the runway which the wind is going over is used at that time (as its much easier to takeoff/land without a cross wind to counter, as well as the wind generating more lift), unless they are being overloaded with the amount of planes takingoff/landing.
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Stemplus
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lucky.BOY
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Rhino
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Re: [Map] Red Falcon (4km) [WIP]
Are you basing this off of any r/l airbases/airports? As per my thread its always a good idea to roughly base it off one or a few.
https://www.realitymod.com/forum/f189-m ... ost1789312
Your still missing a taxiway design which is the most essential part of the design if you want someone to model it.
Your building setup is also quite odd, lots of buildings very close to the runway and the essential buildings not near them like the Control Tower. Are you sure you want to put an airport terminal in? This means at one point this airport was a commercial passenger airport? If so, the front of the terminal should be open for jets to taxi to it with a plane stand/ramp in front of it, ie, on your current design it should be where your helipads are. Warehouses if your going to add them should be quite far in the background, not right next to the runway, also somewhat indicates this airport was once a commercial cargo airport?
But ye the main thing I would suggest is you go off and study a few airport/airbase designs and get a few ideas from there
https://www.realitymod.com/forum/f189-m ... ost1789312
'[R-DEV wrote:Rhino;1789312']Airbase Layout
When designing your airbase layout, you should try and base your runway layout on a realistic layout, even if your making a fictional map with a functional airbase, just to keep the airbase looking, feeling and behaving realistically. You can do a few things differently if you feel it will help gameplay but its best to keep things as realistic as possible, with the only thing you can't do realistically for the most point is keeping the scale of the real runway, as runways in PR are much smaller due to our map sizes. Simply search on google images/google maps etc for airbases, using terms like RAF and USAF etc and just looking at layouts, perhaps noting down bits of each one or better still, picking one to go off and perhaps making a few alterations, or if your making a map based on a real area, find as much as you can about the airbase in that location and make it.
https://maps.google.co.uk/maps?hl=en&ll ... 7&t=h&z=15
Your still missing a taxiway design which is the most essential part of the design if you want someone to model it.
You also need to plan your airbase to scale if possible, keeping in mind the runway length etc.'[R-DEV wrote:Rhino;1789312']Taxiways
When doing your taxiways its important to ensure they can't be used as "mini runways" as this just looks retarded and brakes immersion and enables jets to get up in the air more quickly than they would otherwise be possible. Instead you should try to think of ways in your airbase design to try and stop the taxiways being used as a runway. Having a short taxiway system is the simplest route, if the taxiway is too short then it can't be used as a runway since the jet can't get enough speed to get into the air. Putting obstacles in the way at the end of the taxiway is also another good method, as jets don't want to slam into a big flood light at the end when taking off, but if the taxiway is long enough the jet can possibly climb over or serve away from this obstacles at the last second. Its important thou not to put too many near the runway in an unrealistic fashion as this could impact jets using the runway correctly in an unrealistic manner. Twists and turns in a long taxiway system also help with braking it up but not a perfect solution either. There is no one solution to this problem, but something you need to keep in mind all the time.
For Camp Bastion luckily there wasn't much of a taxiway system to be used as a runway, so it was pretty simple to ensure it couldn't be used as a runway.
For the Falklands for the Argentinian airbase (BAM Rio Grande) There also wasn't much of a taxiway system, but still just enough to potentially be exploited so I put lots of flood lights up, repair stations, fences and drainage pipes about to ensure that one, the taxiway system had to be used and two, anyone trying to use it as a runway would smash into one of these obstacles.
'[R-DEV wrote:Rhino;1789312']Runway Length
On runway Length, you should aim for a ~800m runway minimum for fast jets. The longer you can make your runway the better but measure out the area on your map to ensure its going to fit in well, a ~1000m runway is really an ideal length if you have the space and even longer will ensure that even the worse pilots have a good chance at landing on it. Also keep in mind the runway length needs to be in line with the grid size of the concrete blocks. For example you can't have a 750m runway with an 8m grid square without your last grid square not being able to fit fully on the runway and 1/4 of it having to be chopped off the end, looking odd.
Grid Size
Each grid square should be 8x8m, with every texture tile containing 3x3 grid squares, so each texture tile should be 24x24m. While you can technically have a different grid setup, its inadvisable. When UVing the texture to your airbase, its really a simple matter of calculating how many tiles you need. For example if you have a 800m runway, and your working on a 8m grid square, with each texture tile having 3 grids in it, with each tile being 24m, then 800 / 24 = 33.3333 tiles, which basically = 33 tiles and 1 grid block from the 34th tile. Also keep in mind however that the max amount of times you can tile a texture in BF2 is 16 (although technically 32 if you start your tiling at -16, -16 going to +16, +16) so you may need to cut your model up so you can brake the UV tiles at some point, but that isn't really much of a problem if you know how to do that and how to move your UVs correctly.
Your building setup is also quite odd, lots of buildings very close to the runway and the essential buildings not near them like the Control Tower. Are you sure you want to put an airport terminal in? This means at one point this airport was a commercial passenger airport? If so, the front of the terminal should be open for jets to taxi to it with a plane stand/ramp in front of it, ie, on your current design it should be where your helipads are. Warehouses if your going to add them should be quite far in the background, not right next to the runway, also somewhat indicates this airport was once a commercial cargo airport?
But ye the main thing I would suggest is you go off and study a few airport/airbase designs and get a few ideas from there
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Stemplus
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Re: [Map] Red Falcon (4km) [WIP]
Well tbh I based this on Burning Sands airport, and then added a few parts (like the round'bout from IRL airports). And yes, this is ment to be small commercial airport (So noone will kill me if I will put a NATO airbase 5,5km from it
)
Also, I am planning to use the normal 1km runway + taxiways made by painting the terrain.
Also, I am planning to use the normal 1km runway + taxiways made by painting the terrain.
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Rhino
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Re: [Map] Red Falcon (4km) [WIP]
Ye, a commercial airport is fine, the Argentinian airbase I'm using on the Falklands is a commercial airport that was used by the Argentinian Air Force in r/l.Stemplus wrote:Well tbh I based this on Burning Sands airport, and then added a few parts (like the round'bout from IRL airports). And yes, this is ment to be small commercial airport (So noone will kill me if I will put a NATO airbase 5,5km from it)
You should also be basing your airbase primarily on real ones, although basing them on ones already ingame can be useful, especially if they are ones that are in use (unlike the one on BS) as you can see how the players use them ingame, doing it all on this means you take all the mistakes the other mapper might have made on them from a realism POV and it isn't as good all round...
All new or maps being updated should be looking at implementing this new airbase system as eventually these statics will be removed from the mod as they are as buggy as hell. Planning to use them isn't the way to go and could even affect the chances your map has of getting included into the mod.Stemplus wrote:Also, I am planning to use the normal 1km runway + taxiways made by painting the terrain.
While its fine to start out this way as a POC (Proof of Concept) of your design and possibly to get your measurements etc you should be doing everything you can to try and get a new airbase made.
All you really need to do is draw up a plan (as your doing now) and then make a request topic asking if anyone is willing to model it, if all the modellers you know can't and then hopefully someone might pick up the task, but planning not to use it isn't the way to go about this...
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Stemplus
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- Mineral
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Re: [Map] Red Falcon (4km) [WIP]
that looks very real to me, you could make the parking lot a lot bigger. Like fill the empty space between the entrance and the parkinglot.
However are you still planning on making 2 giant airports? That's what I find to be unrealistic. I would say make one airport like this, and make the other one an improvised camp/Fob with sandy landing strip.
However are you still planning on making 2 giant airports? That's what I find to be unrealistic. I would say make one airport like this, and make the other one an improvised camp/Fob with sandy landing strip.
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Rhino
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Re: [Map] Red Falcon (4km) [WIP]
Much better 
I would suggest moving your control tower and hangers more up away from the runway, pretty damn close right now.
Can you also draw in your plane stands/ramps, isn't very clear how big they are etc.
Your taxiway system isn't very realistic but I take it your trying to stop it being used as a runway by that. Best solution I've found for short taxiways is to have your plane stands/ramps on one end of the runway, rather than in the centre as then you can get away with only having a small taxiway system, although in a lot of cases not the most common airport setup, a few are setup like this.
I think you might want to look into the south side of your airport, kinda empty with only a couple of tiny parking areas
Might be better to remove them and just fence that area off?
I would suggest moving your control tower and hangers more up away from the runway, pretty damn close right now.
Can you also draw in your plane stands/ramps, isn't very clear how big they are etc.
Your taxiway system isn't very realistic but I take it your trying to stop it being used as a runway by that. Best solution I've found for short taxiways is to have your plane stands/ramps on one end of the runway, rather than in the centre as then you can get away with only having a small taxiway system, although in a lot of cases not the most common airport setup, a few are setup like this.
I think you might want to look into the south side of your airport, kinda empty with only a couple of tiny parking areas
Might be better to remove them and just fence that area off?
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Stemplus
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Re: [Map] Red Falcon (4km) [WIP]
The parking lot next to the terminal is staff only, and the "parking lot"s are muttrah-like 2 level car parks 
@MineralWouter
The second airfield will be a NATO airbase. I feel that it is most realistic to put one comercial airport and one military base. IRL noone would build airbases this close to eachother
@MineralWouter
The second airfield will be a NATO airbase. I feel that it is most realistic to put one comercial airport and one military base. IRL noone would build airbases this close to eachother
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Stemplus
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Re: [Map] Red Falcon (4km) [WIP]
NATO airbase (Polish base):

reload points:

NOTES
1. the runway and the jet/heli ramps are a static object
2. The shooting range ranges (top to down) are: 300m, 200m, 150m, 100m, 50m

reload points:

NOTES
1. the runway and the jet/heli ramps are a static object
2. The shooting range ranges (top to down) are: 300m, 200m, 150m, 100m, 50m
Last edited by Stemplus on 2012-08-27 19:44, edited 1 time in total.
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Rhino
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Re: [Map] Red Falcon (4km) [WIP]
hehe, I see you've taken the Bastion design somewhat there 
not bad thou
One thing I would change is the heli ramp as it looks like it excatly matches the USMC heli ramp on bastion.
not bad thou
One thing I would change is the heli ramp as it looks like it excatly matches the USMC heli ramp on bastion.







