SAAREEMA 8km modding suggestion

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GAJAN
Posts: 110
Joined: 2017-09-09 10:39

SAAREEMA 8km modding suggestion

Post by GAJAN »

Because of reason Falklands map and its FOV showed very well in PR we need more maps like that (8km maps). Well if any mapper wants to do it, if it is possible of course, he must do next:
-remove DOD,
-add very far airfield of 20 km away from island for both sides or carrier for USMC,
-if possible increase FOV,
-add next assets (for both sides):
3 tanks (T-90A and Abrams)
3 apcs (BTR 80 and AAVPs)
1 ifv (LAV 25 and BTR 80A)
2 attack choppers (cobras and havocs)
4 fixed wing jets (RU: 1x SU-34, 2x SU-27SM asf, 1xSU-25; US: 1x F-15, 2x F-18c, 1x A-10) delayed on 20 mins with respawn 15 mins
3 logis trucks
5 trans trucks
3 trans schoppers (RU:2x MI-8 and 1x MI-8 not respawnable; US:2x UH-1 and 1x UH1-1 not respawnable)
-set 1050 tickets for both sides

I post this because we need modern 8km maps in PR and before you ban me or something think about moving this in diffrent section (modding or suggestions). This is to most easiest way to make good 8 km map with modern assets.

and by the way layers:
INF no
ALT 3 attack choppers and no jets; no TANKS; just 3 APCs
STD only with JETS
LRG jets and attack choppers

Have a nice game!
GAJAN
Posts: 110
Joined: 2017-09-09 10:39

Re: SAAREEMA 8km modding suggestion

Post by GAJAN »

Mineral please tell me next time cause I post this in suggestions also
. Thank you
anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: SAAREEMA 8km modding suggestion

Post by anantdeathhawk »

If i recall correctly, 8 kms map can't have ground textures or something or may be overgrowth, if they do, they crash because the limited memory bank of the engine, i suppose.

As falklands doesn't has OG but goose green does.
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: SAAREEMA 8km modding suggestion

Post by Outlawz7 »

anantdeathhawk wrote:If i recall correctly, 8 kms map can't have ground textures or something or may be overgrowth, if they do, they crash because the limited memory bank of the engine, i suppose.

As falklands doesn't has OG but goose green does.
Falklands doesn't use heightmap terrain, instead everything is a static object. Goose Green is a regular 2km map.
Last edited by Outlawz7 on 2018-06-25 12:41, edited 1 time in total.
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InfantryGamer42
Posts: 495
Joined: 2016-03-16 16:01

Re: SAAREEMA 8km modding suggestion

Post by InfantryGamer42 »

Not possible to done. It will take a lot of time to redone it and result will not bringe large improvemnts.
GAJAN
Posts: 110
Joined: 2017-09-09 10:39

Re: SAAREEMA 8km modding suggestion

Post by GAJAN »

InfantryGamer42 wrote:Not possible to done. It will take a lot of time to redone it and result will not bringe large improvemnts.
ah...
I post this because we need modern 8km maps in PR
I suggested this cause of not existing 8km map in PR with modern assets. First of all i meant about mappers because they dont have to work too much..... thats all
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: SAAREEMA 8km modding suggestion

Post by PatrickLA_CA »

I suppose a desert map like Kashan could work, maybe the Battle of the 73 Easting but I don't imagine it would be very fun for infantry players
In-game: Cobra-PR
GAJAN
Posts: 110
Joined: 2017-09-09 10:39

Re: SAAREEMA 8km modding suggestion

Post by GAJAN »

PatrickLA_CA wrote:I suppose a desert map like Kashan could work, maybe the Battle of the 73 Easting but I don't imagine it would be very fun for infantry players
Because of that I suggested a rework of SAAREEMA
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: SAAREEMA 8km modding suggestion

Post by PatrickLA_CA »

GAJAN wrote:Because of that I suggested a rework of SAAREEMA
Saarema's got way too many objects for that
In-game: Cobra-PR
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ALADE3N
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Re: SAAREEMA 8km modding suggestion

Post by ALADE3N »

anantdeathhawk wrote:If i recall correctly, 8 kms map can't have ground textures or something or may be overgrowth, if they do, they crash because the limited memory bank of the engine, i suppose.

As falklands doesn't has OG but goose green does.
falklands has og but i think it is only inside the 4km/3km area center of the map
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InfantryGamer42
Posts: 495
Joined: 2016-03-16 16:01

Re: SAAREEMA 8km modding suggestion

Post by InfantryGamer42 »

HeneraLuna wrote:falklands has og but i think it is only inside the 4km/3km area center of the map
I dont think so. But only Rhino can confirme or denied.
AfterDune
Retired PR Developer
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Re: SAAREEMA 8km modding suggestion

Post by AfterDune »

Falklands has hand placed trees, not using the "overgrowth" tool from the editor.

Falklands doesn't have actual terrain, like the other maps (and you can only use under- and overgrowth on terrain). The terrain you see is all made of staticobjects.

You can't simply "convert" a map to be 8km.
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Rhino
Retired PR Developer
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Re: SAAREEMA 8km modding suggestion

Post by Rhino »

Firstly GAJAN, I think I speak for everyone when I say we are all sick and tired of your "suggestions" and ones outside of the suggestions forums like this one is.

Pretty much everything you have suggested before now is pretty obvious stuff and/or has not been done simply down to resources. So unless you plan on doing it yourself, like this "8km Saareema" map, don't bother even posting about it as no one is going to make it for you...

Also if you have any suggestions that after thinking twice before and searching the forums for that you really don't think has been considered before, post them in the suggestions forums and then if they are really something that hasn't been considered before then we will approve the suggestion but still, no guarantee that we will have the time to implement it, we are all very busy people so again, if you really want something to get into PR, do it yourself, as has every other Dev/Con has in the past who have wanted to see something new in PR, including me.
InfantryGamer42 wrote:I dont think so. But only Rhino can confirme or denied.
Overgrowth isn't an issue but it can't be placed using the overgrowth tool (ie, generated to go over areas of terrain) and must all be separate static objects (but if you know what your doing you can use 3DsMax to place overgrowth over the terrain or use other tools to do it).

The biggest issue with using "mesh terrain" (ie, terrain made from staticobject meshes), is that you can't use Undergrowth, ie, grass on the terrain, which is why the Falklands terrain has no grass on it. There might be a slight way around this by making overgrowth grass (similar to the overgrowth fields we use on some maps) but that is pretty complicated to do (as is the whole system of mesh terrains, it requires someone to have a very good understanding of the BF2 staticmesh system, exporting statics fully and also into the details of how to make maps, although easier for someone to pick up if they reverse-engineer the system I made from the Falklands)


If you really wanted jets on Saareema then your better option is to simply put carriers outside of the minimap area, similar to how on the Falklands the British Carrier and Argentina are outside of the minimap area (which effectively actually makes the Falklands a 16km map btw, just the minimap area is 8km) and remove the DoD so jets can fly outside of the map borders.
The biggest issue with this idea however is the Russians do not have an aircraft carrier model to launch aircraft from.... or you would have to make a mesh terrain land base off the coast of the island, but then still the only carrier the US has is the Essex which only means Harriers anyways, unless you where to give them a land base off the other coast too.
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agus92
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Joined: 2016-01-03 11:11

Re: SAAREEMA 8km modding suggestion

Post by agus92 »

AfterDune wrote:Falklands has hand placed trees, not using the "overgrowth" tool from the editor.

Falklands doesn't have actual terrain, like the other maps (and you can only use under- and overgrowth on terrain). The terrain you see is all made of staticobjects.

You can't simply "convert" a map to be 8km.
Wrong.

"Convert to 8km" button is right next to "Port to Unreal Engine 4" button. How come you keep missing it all these years? Infuriating.
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Mr.VdHeide
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Re: SAAREEMA 8km modding suggestion

Post by Mr.VdHeide »

agus92 wrote:Wrong.

"Convert to 8km" button is right next to "Port to Unreal Engine 4" button. How come you keep missing it all these years? Infuriating.
:lol:

Finaly found the implement fast rope button as well.



D.J.
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GAJAN
Posts: 110
Joined: 2017-09-09 10:39

Re: SAAREEMA 8km modding suggestion

Post by GAJAN »

Rhino and whole DEV, I saw sareema as most easiest way to make map, I didnt know is it possible or no, I even writed that. The thing is PR offers so much assets then every game right now, and they are not used enough (especially in 16/8km maps which we dont have). Four jets on one 8km/16km map is something unusual and unique, same as Falklands CAS. First jets must take off from real airstrip which is of course far away, second they are visible from ground (1200m on falklands). I suggest airstrips for both sides. I know how mcuh is harrier slow compared to RU jets so it is totally not balanced. I dont suggest for me Rhino I suggest for PR, this not my forum it is from PR. That all, have a nice day :D .


And yeah, I forgot, DEVS if you are working on release ww2 mod, ok. Someone will probably start doing this I dont care, we just need more big maps like falklads but with more space for infrantry. I say this last time, assets are not used enough. We have enough 2 km and 4 km maps, go for something bigger
Last edited by GAJAN on 2018-06-27 08:35, edited 1 time in total.
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: SAAREEMA 8km modding suggestion

Post by PatrickLA_CA »

GAJAN, you are missing the point here. Please read Rhino's post again. You keep suggesting stuff but never showing your work, even worse, you're doing it outside of the suggestions forum. The DEVs do not have a job at PR, they simply had an idea they wanted to see in PR and got their hands on it.

BF2 Editor

Setting up the Editor for mapping

Mapping tutorial
In-game: Cobra-PR
GAJAN
Posts: 110
Joined: 2017-09-09 10:39

Re: SAAREEMA 8km modding suggestion

Post by GAJAN »

Patrick I dont have specs for bf2editor or 3dsmax, saying it last time.
Conclusion: we need more 8km/16km in PR with modern assets, because, I spam it last time assets are not used enough.





Lock the thread, have I nice day and except more in Squad. :D
Rhino
Retired PR Developer
Posts: 47909
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Re: SAAREEMA 8km modding suggestion

Post by Rhino »

You're still missing the point...

We are all well aware of assets missing from the mod and that it could do with more "8km maps" (or maps in general".
The problem is we can only do so much ourselves and even that is hard to find the time these days to do for many of us.
So there is totally no point in making suggestions, as nothing is going to come of them other than wasting both your time and ours, and if you want your ideas to happen, upgrade your PC and make them happen yourself. BTW system specs is not an excuse not to do coding since if you can run PR, you can easily run a text editor like notepad++ or even just basic notepad that comes with windows (tbh, if you can run PR there is no reason why you can't also run the BF2 Editor or 3DsMax9 too) so there is something you can do since most of your suggestions are just code-based anyways, like your suggestion for non-NATO names for Russian missiles etc.
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