Yeah this is what I did, unfortunately every handplaced OG of the same type was also deleted, but not a big problem as I only had about 30 handplaced ones[R-DEV]AfterDune wrote:Otherwise select the OG static, then select all of this type, then delete. Repeat for every OG static. Tedious job, but should get it done eventually.
[Map] Bamyan (4km) [Released]
- Ason
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re: [Map] Bamyan (4km)[WIP]
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AfterDune
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re: [Map] Bamyan (4km)[WIP]
Yeah, that's the downside of that method. Can be a real pain in the *** if you've handplaced a whole lot of them.
No worries, we've all been there man. Backups are soooo nice to have
.
No worries, we've all been there man. Backups are soooo nice to have

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WarEagle751
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re: [Map] Bamyan (4km)[WIP]
Well, that's a shame.Ason wrote:Yeah this was also what I had in mind from the beginning, but I'm not sure I will use those factions anymore. I just think the scopes are too powerful to make it any fun for the talibans.. It's like having a team of snipers vs civilians imo.
My new plan is to make it Syrian army vs FSA, making it either
FSA vs Taliban or Hamas vs FSA until the Syrian Army is done (I hope they are still working on it)
The hescoes could be a gift from the Iraqi Army, or left behind from an earlier US invasion
Opfor vs Opfor could also simulate some kind of civil war like Afghan Army vs Taliban, Kurds vs Isis or the factions that are in Arma Takistan map, until the Syrian army is done.
Btw does someone know if Hamas have a crewman kit?
Hmm, but maybe you can make an alternate with US vs Taliban or US vs MEC for Coop if possible? I know you can make this work because of Korengal Valley and I would love to have this type of atmoshere!
IDK, you can do what you want. It's your map, but if you do that'll be awesome!
Last edited by WarEagle751 on 2015-01-17 19:02, edited 6 times in total.
- Ason
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re: [Map] Bamyan (4km)[WIP]
Unfortunately you can only do that with factions that speak the same language..Hmm, but maybe you can make an alternate with US vs Taliban or US vs MEC for Coop if possible? I know you can make this work because of Korengal Valley and I would love to have this type of atmoshere!
Does someone know if it's possible to change the language of a faction?
Since Hamas doesn't have a crewman kit I will have to use militia faction, and it would be great if I could get them to speak arabic.
- Ason
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re: [Map] Bamyan (4km)[WIP]
Yeah it worked, thanks AD.[R-DEV]AfterDune wrote:I think.... you could set the map to have the factions you want, then after that set the language again, the vBF2 way, sort of.
Which wooden crates are best to use? PR or vbf2?
Last edited by Ason on 2015-01-18 12:06, edited 1 time in total.
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Rudd
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- Ason
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re: [Map] Bamyan (4km)[WIP]
Thank rudd.
Are there any tutorials for creating a night map?
Looking at Fools Road, it seems like these are the files I need to make:
Terrain_night.con
Sky_night.con
AmbientObjects_night.con
Water_night.con (If there is water?)
and some small lines to add to the init_night.con and gamemode files to use the init_night.con.
My questions at the moment are:
1. How do I create terraindata_night.raw? If I change the lighting will that affect the terraindata.raw? So all I need to do is change lighting to a more "night feeling" and get that new terraindata file and rename it, or is there something else I need to do to make it a "night version" file?
2.Looking at those files at the top it seems like a pretty simple process, does someone know if making a night map requires alot more work and knowledge of more programs outside the editor? I'm not planing on making the map very complex with street lights and stuff.
And yeah I couldn't find any tuts so if someone could give me a link I would be very happy
Also I'm just curious, does explosions light up the surrounding terrain on night maps?
I did some testing with the light settings and this is the results so far:

Are there any tutorials for creating a night map?
Looking at Fools Road, it seems like these are the files I need to make:
Terrain_night.con
Sky_night.con
AmbientObjects_night.con
Water_night.con (If there is water?)
and some small lines to add to the init_night.con and gamemode files to use the init_night.con.
My questions at the moment are:
1. How do I create terraindata_night.raw? If I change the lighting will that affect the terraindata.raw? So all I need to do is change lighting to a more "night feeling" and get that new terraindata file and rename it, or is there something else I need to do to make it a "night version" file?
2.Looking at those files at the top it seems like a pretty simple process, does someone know if making a night map requires alot more work and knowledge of more programs outside the editor? I'm not planing on making the map very complex with street lights and stuff.
And yeah I couldn't find any tuts so if someone could give me a link I would be very happy
Also I'm just curious, does explosions light up the surrounding terrain on night maps?
I did some testing with the light settings and this is the results so far:

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Amok@ndy
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re: [Map] Bamyan (4km)[WIP]
what are you trying to do ? a map like fools road that has a day scenario and a night scenario ? if so you have to go the complicated way of cloning files changing paths having doubled textures etc.
If you are creating a new map then its not different then creating any other map just with a dark setup.
there was a tutorial for light sources but images are gone: https://www.realitymod.com/forum/f189-m ... r-map.html
If you are creating a new map then its not different then creating any other map just with a dark setup.
there was a tutorial for light sources but images are gone: https://www.realitymod.com/forum/f189-m ... r-map.html

- Ason
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re: [Map] Bamyan (4km)[WIP]
Thanks Andy, I would like to make both day and night, I think I can figure out most of the things I need to do, the only things I'm unsure of atm is what affects the terraindata.raw and colormaps.'[R-DEV wrote:Amok@ndy;2053395']what are you trying to do ? a map like fools road that has a day scenario and a night scenario ? if so you have to go the complicated way of cloning files changing paths having doubled textures etc.
If you are creating a new map then its not different then creating any other map just with a dark setup.
there was a tutorial for light sources but images are gone: https://www.realitymod.com/forum/f189-m ... r-map.html
Fools road has night versions of both the terraindata.raw and the colormaps. Is it the lighting that affects those files? So if I make the terrain darker, those files will update and I can then copy and rename them to night version?
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Amok@ndy
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re: [Map] Bamyan (4km)[WIP]
terraindata.raw cointains the paths of the terrain textures, so if you want the surrounding which is not affected by the lightning to be darker you need to have new textures for the night layer and then have to change the terraindata_night.raw to the location of the other textures

- Ason
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re: [Map] Bamyan (4km)[WIP]
Alright, I think I understand. I'm not sure how to open the .raw files but this is kind of what it looks like when I open it with notepad++
So the paths in the terraindata_night.raw should look like this when I got the new colormaps:?nB ? Levels/takistan/Colormaps/tx
Levels/takistan/Detailmaps/tx
Levels/takistan/LowDetailmaps/tx
Levels/takistan/Lightmaps/tx
?@ @@ ?@ B ?Ga>?Ga>?Ga>
Do you think it's possible to use notepad++ to change this??nB ? Levels/takistan/Colormaps_night/tx
Levels/takistan/Detailmaps/tx
Levels/takistan/LowDetailmaps/tx
Levels/takistan/Lightmaps/tx
?@ @@ ?@ B ?Ga>?Ga>?Ga>
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AfterDune
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Amok@ndy
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re: [Map] Bamyan (4km)[WIP]
notepad should be fine just dont touch anything execpt the paths or the file will get corrupted.Ason wrote:Alright, I think I understand. I'm not sure how to open the .raw files but this is kind of what it looks like when I open it with notepad++
So the paths in the terraindata_night.raw should look like this when I got the new colormaps:
Do you think it's possible to use notepad++ to change this?
best to take foolsroad as a reference and do everything like its done there

- Ason
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re: [Map] Bamyan (4km)[WIP]
Alright great, thanks guys! 
- Ason
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re: [Map] Bamyan (4km)[WIP]
Can the mapper make a british logi drop US crates? If so, how? Do I need to copy the vehicle and add it to my map as a custom vehicle like any other custom thing?
I found this in the Tweak file, is this what controls the type of crate?(looking at german version)
I found this in the Tweak file, is this what controls the type of crate?(looking at german version)
ObjectTemplate.addTemplate csb_drop_truck_ger
Last edited by Ason on 2015-01-30 21:30, edited 1 time in total.
- Ason
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re: [Map] Bamyan (4km)[WIP]
updated OP.
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Rabbit
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re: [Map] Bamyan (4km)[WIP]
If you want to get away with a random green spot in the middle you will at least need irrigation ditches which gameplay will also benefit from.
AfSoccer "I just don't see the natural talent."

- Ason
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re: [Map] Bamyan (4km)[WIP]
Are there any map that has ambient sounds of a barking dog? I'm pretty sure I've heard that on some map but I can't find anything in the bf2v sounds :/
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Amok@ndy
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