[Map] Operation Khanjar (2km) [WIP]

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SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [Map] Operation Khanjar (2km) [WIP]

Post by SShadowFox »

Well, I have another problem.

Today I really started making the map, when loading to take a few in-game screens of the USMC Main Base to update the OP with something really interesting, the editor crashed at 69% and I got this error message.
You do not have the required permissions to view the files attached to this post.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Operation Khanjar (2km) [WIP]

Post by lucky.BOY »

secondary terrain colormaps? blind guess

EDIT: Ok this might help, ive got similar error when i built my test map:

http://i.imgur.com/n7K5z.jpg

Turned out i didnt have all of my secondary terrain generated, when i generated it all and repainted the map with Tpaint, it fixed it. Hope it helps!
Last edited by lucky.BOY on 2012-11-05 22:45, edited 1 time in total.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Operation Khanjar (2km) [WIP]

Post by sylent/shooter »

thats the issue. You need to re render secondary terrain and it's lightmaps

Killing the enemy sylently
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [Map] Operation Khanjar (2km) [WIP]

Post by SShadowFox »

Yes Lucky, that's the problem, I'm trying to generate it now but the process is really slow, so to don't really need to get in-game I'll take the screens in the editor, I'll be editing this post to show them.

EDIT:

Here they are:

The tents

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The vehicle shelters

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The helipads

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The entire base

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Don't mind the flag down the base next to the hesco, also, it's only the USMC Base done in the map, after making the secondary terrain I'll go make the Taliban base and then the city, I'll probably make a forward base in which the Kiowa will spawn.

I lowered the Chinook amount to 2 instead of 4, maybe I'll put a APC in the forward base.
Last edited by SShadowFox on 2012-11-06 18:02, edited 1 time in total.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Operation Khanjar (2km) [WIP]

Post by sylent/shooter »

Also... they just need to be quick lightmaps. But remember to render the colour files as well. With Tpaint

Killing the enemy sylently
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Operation Khanjar (2km) [WIP]

Post by lucky.BOY »

You want the kiowa to spawn closer to the fight then the rest of the vehicles? Not cool, it will get killed on helipad/while taking off more times then it will actually get into air.

Also the main base seems really small, espacially if its a FARP. Give it more tents, some infractructure to hold the amount of fuel and ammo needed for these choppers and vehicles. Some defences other then just HESCO walls wouldnt hurt, observation posts, a vehicle check point that the gate to stop bomb trucks from getting into the base...

Be sure to check this out in regards to those tents. With the new tents you can go off primary terrain, making the base larger and more believable with next to no cons.
If you wan to get your hands on them, i believe Rhino can send them to you if you ask nicely :D
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [Map] Operation Khanjar (2km) [WIP]

Post by SShadowFox »

I modified the USMC Base, now there is 3 helipads (1 of them for repair/reload only), it's bigger and there are 2 fuel tanks close to the helipads, the tents area is bigger. The Forward Base is now a VCP and will spawn a APC (Probably the LVTP-7), I'll send a few pictures later so the lads out there can take a look and see if anything needs to be changed to fit better.

EDIT:

Can anyone make a helicopter runway for the USMC Base? As for 1.0 the Rolling landings will be more common and will give a chance for the inexperienced pilots.
Last edited by SShadowFox on 2012-11-07 20:02, edited 2 times in total.
Reason: I posted "lucky" instead of "can anyone", I could' have sworn that lucky is making the runway for Vung Ro.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Operation Khanjar (2km) [WIP]

Post by lucky.BOY »

SShadowFox wrote:I posted "lucky" instead of "can anyone", I could' have sworn that lucky is making the runway for Vung Ro.
That would be Doc.Pock. Even though i am making another runway for Doc.Pock, that might be what you saw...

You first need to do a plan of the runway, then its more probable someone will grab it.
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [Map] Operation Khanjar (2km) [WIP]

Post by SShadowFox »

Image

I took the Camp Bastion helicopter runway as reference, as IRL there was no kind of FOB or FARB close to the combat area, this one is fictional.

The "H"s on the runway are to indicate that it is for helicopters, the "H"s on the right side are the helipads, to make them just take note of the vBF2 helipads when making them and the runway, don't make it too large because I don't want to need to make huge modifications.

This is how it should look like inside the Base:

Image
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Operation Khanjar (2km) [WIP]

Post by lucky.BOY »

a Runway right next to the entrance? Thats not very realistic, runways have some clear space around them IRL, also those helipads have to be on the side adjacent to the rest of the camp, with fuel tanks and other things around them, maybe a hangar or two. dont be afraid to go big, you are going to have a runway there afterall, it has to be big :)
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [Map] Operation Khanjar (2km) [WIP]

Post by SShadowFox »

Yes, I was thinking about this just after I posted the message, I have a new one, including the base, but I think it's a bit long, check by yourself.

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The Brown rectangles are the hangars, and the yellow ones are the fuel tanks, I think that I put too much of them, so what do you think now?
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
Kevokpo
Posts: 286
Joined: 2011-09-25 14:40

Re: [Map] Operation Khanjar (2km) [WIP]

Post by Kevokpo »

you can take a look at al basrah's airport, your design is kinda similar
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Operation Khanjar (2km) [WIP]

Post by sylent/shooter »

Try to add some angles on the outer walls. It generally makes it more interesting to move around. Also, you have a lot of open space that seems to be unused. Try not making straight lines of sight so that shooters cannot see down the whole thing (if that even happens) AFAIK, smart base design also includes areas of volatility being situated by itself, secluded. Such as ammo bays and what not. If you feel like it, underground portions are also interesting features. I.E bunkers for command purposes

Killing the enemy sylently
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Operation Khanjar (2km) [WIP]

Post by lucky.BOY »

Its a good idea to make it feel like it was built as an FOB, easy to defend, with anti-mortar bunkers and similar features. Always looks better then just a few hangars and helipads next to each other, so vehicles have a place to spawn :)

Here is a document on airstrip markings and stadoff distances and whatnot:

http://realitymodfiles.com/rhino/tuts/a ... 60_05a.pdf

While looking in it this scheme caught my eye, as so far all airbase layouts i see on forums seem to be basically the same, which isnt suprising they are generally all ripoffs from Cam bastion airbase :)

Anywho, this might be something fresh worth thinking about:
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(rename negine runup area to maintanence area, put some infrastructure around it (but far away from runway) and you are done, basically :) )
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [Map] Operation Khanjar (2km) [WIP]

Post by SShadowFox »

So, I made exactly like the image you sent me, but with some modifications.

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Actually the taxiway markers aren't correct, I think, the size looks good, actually I don't think anyone will come extremely fast to need something bigger than this.

I got a guy to work on this for me, so unless he stops working, there is no need to anyone to help doing the runway, but help and ideas are welcome.

These numbers all over the runway, for those that don't know, are size references for the guy that is making it...
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Operation Khanjar (2km) [WIP]

Post by lucky.BOY »

Looking good, only i dont think the H marks on the square area are really needed/wanted, since on the real base all craft are probably using the runway, or just use one of the big Hs one runway for a helipad, so i dont think those for Hs on the sapwn are convenient

/brainstorm
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [Map] Operation Khanjar (2km) [WIP]

Post by SShadowFox »

Well, the guy did it, he will export it to 3DS Max, then I'll need someone to make the textures, the UV and the collision meshes as well, there is no need to do everything by now, as this one is only a PH until he works on better one.

It's a bit different from what I was expecting, but still extremely good

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Made by: IIIRBR Redcoalition

On that rectangle on the middle, I'm thinking on what to put on there, so if anyone can give me ideas I'll be pleased.

If anyone wanna help with something PM me.
Image
[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Operation Khanjar (2km) [WIP]

Post by lucky.BOY »

Well this is good for you so you know how you are going to do the main base around it, but its in no means a complete work form modelling point of view. All the markings need to be modelled in, not made by texture, as per this topic:

https://www.realitymod.com/forum/f189-m ... rbase.html

I mean no offence to the guy who made it, but anyone somewhat familiar with max coud make this (in correct shape even :) ) in half an hour, the most time consuming part is making the markings, welding them into the surface, and then UVing it.
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: [Map] Operation Khanjar (2km) [WIP]

Post by Doc.Pock »

indeed what lucky said. also i reccommend making all widths and lenghts multiples of 3 so the texture used doesnt cut in a random place
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Operation Khanjar (2km) [WIP]

Post by lucky.BOY »

'[USF wrote:Doc.Pock;1832749']indeed what lucky said. also i reccommend making all widths and lenghts multiples of 3 so the texture used doesnt cut in a random place
Umm, wouldnt that be 8m?
Each grid square should be 8x8m, with every texture tile containing 3x3 grid squares, so each texture tile should be 24x24m.
From the "Making an airbase" tutorial.

EDIT: Also forgot to point out earlier, but the "holding line" marking is quite crutial and should be present on the taxiway.
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