I copied the con from falluja. It is a very transparent water in that map. however in my map it is still a solid color. Does it look always solid in editor or is the envmaps required?easily fixable
copy exisitng water settings from a water.con file of an existing map into your map..
just pic some water you like.. copy and paste values..
bingo..
[Map] Fox Trap (2km) [scrapped]
-
Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]
-
9cookie_monster
- Posts: 86
- Joined: 2008-03-01 06:33
Re: [Map] Fox Trap [WIP]
envmaps helped my water alot.. so i would say yes
-
Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]
Damn. Silly editor. I want realtime everything. I am so used to Crysis Mapping.
-
Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]

Placed the statics for substation. The silly brown mess in the background is going to be swamp at some time.
Does this game have a limit for static objects?
-
Tannhauser
- Posts: 1210
- Joined: 2007-11-22 03:06
Re: [Map] Fox Trap [WIP]
I'd love to see the germans on this map for some reason .. This will be excellent for tanks AND infantry at the same time.
nice progress so far man, very promising!
nice progress so far man, very promising!
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
- [R-DEV]Masaq
-
Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]
Germany would fit the look. However I have no clue when they will be added into PR. So I am currently planning for USA vs Militia (or even Taliban) depending if I can convince some people that they would fit into this map.
My plan for assets currently is having 1-2 Tanks and NO APCs. There will still be the usual trucks etc. And 1 Helicopter for the USA. I want to keep the amount of heavy vehicles very low, because having too many vehicles will make it a vehicle-map and that will decrease the maps popularity.
My plan for assets currently is having 1-2 Tanks and NO APCs. There will still be the usual trucks etc. And 1 Helicopter for the USA. I want to keep the amount of heavy vehicles very low, because having too many vehicles will make it a vehicle-map and that will decrease the maps popularity.
-
SFOD_F HaXXeD
- Posts: 159
- Joined: 2008-11-30 21:17
Re: [Map] Fox Trap [WIP]
I am SOOOO looking forward to this map, keep on keepin on man. Would love to see this in .9
-
Nimble
- Posts: 514
- Joined: 2007-03-02 11:58
Re: [New map/Terrain] [WIP] Fox Trap
Looking really good, love the hedgerows and the rolling fields.
Also.
. Or am I misunderstanding what you've said?

Also.
Huh? Seriously never seen anything that forested? There are many places in the world where there's nothing but trees for hundreds of KMJonny wrote:That looks nothing like any countryside I've ever seen. Far too much is forested IMO.

-
Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]

Screenshot of the OPFOR base.
Basically it is a fuel depot with bunker dug in below ground level. Any approaching player will only see the fuel tanks and hesco towers sticking out.
-
IronTaxi
- Retired PR Developer
- Posts: 4925
- Joined: 2006-05-31 12:56
Re: [Map] Fox Trap [WIP]
looks solid to me.. I might build up the hescos on the inside in a way that there is no terrain inside the walls...but thats just me.. 
Its a nice size base.
some pipes lead out of the base or a loading/unloading station for oil tankers might make sense as well..function
Its a nice size base.
some pipes lead out of the base or a loading/unloading station for oil tankers might make sense as well..function
-
Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]
Oh, did not think of that. great idea. btw what static objects did you use for the large buildings in Mestia? I am really looking for some large generic concrete blocks to stack up.looks solid to me.. I might build up the hescos on the inside in a way that there is no terrain inside the walls...but thats just me..
Yeah, I plan to add a pipeline leading out of the base, and which can be used by sneaky players to get into.some pipes lead out of the base or a loading/unloading station for oil tankers might make sense as well..function
-
Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]

Screenshot of the Train Depot
I sunk the containercrane a bit into the floor to make it appear installed into the ground. Does the engine cause problems if I have staticobjects stick out of the primary terrain?

I found these cool statics.
1. Are they usable? As in do they have collisions and not any issues? Because I would like to use them in the map, and if I do this they will require large modifications to the terrain. So I would like beforehand if they are allowed to use.
2. I ran lightmaps on them to check if they can be lightmapped. Is it normal that they appear this black?
Yeah I am experimenting with adding logic to the tanks (I.e. have them lead the liquids somewhere with pipelelines. I used some artistic licence on the connections. So if they may be to unfitting in the end I am going to remove that.Also, about OPFOR base, I don't know for the pipes between the fuel tanks, looks strange, but for the fuel tanks themselves, they should have walls to contain the fuel (like a pool) if one of the fuel tanks were pierced.
http://www.rail.lu/im/i/g/shelltank.jpg can't find better picture. I know it's often made of soil, kind of an embankments.
and also fence with barbed wire around the fuel tanks...
The barb wire is not really necessary because the outer walls of the complex have hesco with barbwires on them.
Sure I'll take a look. Where may I find the topic?I don't know if you saw on the topic "JGSDF forces", but I can give some European statics who may help you and your map?! Just take a look
-
IronTaxi
- Retired PR Developer
- Posts: 4925
- Joined: 2006-05-31 12:56
Re: [Map] Fox Trap [WIP]
You can sink anything into theground its no problem at all.. 
as for the drainage canal, those statics are done and lightmappable...the darkness is just because you havent set you light settings up yet..
feel free to use them... I made them for an as yet unfinsihed map..
as for the mestia buildings...
I actually used a bridge base for the walls.. look for it in possibly the roads folder...it is the support block one of the bridges. there are some other good blocks I made as well.. uhm... cant remember their names but they actually fit perfectly on top of the drainage canal statics as a sort of cover..
keep up the good mapping..
as for the drainage canal, those statics are done and lightmappable...the darkness is just because you havent set you light settings up yet..
feel free to use them... I made them for an as yet unfinsihed map..
as for the mestia buildings...
I actually used a bridge base for the walls.. look for it in possibly the roads folder...it is the support block one of the bridges. there are some other good blocks I made as well.. uhm... cant remember their names but they actually fit perfectly on top of the drainage canal statics as a sort of cover..
keep up the good mapping..
-
Hans Martin Slayer
- Retired PR Developer
- Posts: 4090
- Joined: 2007-01-21 02:20
Re: [Map] Fox Trap [WIP]
those are located here:there are some other good blocks I made as well.. uhm... cant remember their names but they actually fit perfectly on top of the drainage canal statics as a sort of cover..
/objects/staticobjects/pr/militia/sewer/topblock_v1/topblock_v1.con ... topblock_broke1 etc..
-
IronTaxi
- Retired PR Developer
- Posts: 4925
- Joined: 2006-05-31 12:56
Re: [Map] Fox Trap [WIP]
thanks... good to have some assistance as my gray matter gets old and dried up[R-DEV]Hans Martin Slayer wrote:those are located here:
-
Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]
Oh I was asking somehing different. Guess my question was badly formulated. Does it cause problems if I have for example traintracks sticking out of the map, into secondary terrains?You can sink anything into theground its no problem at all..
Wewt! Great! I was planning to use, instead of my swamps, a long canal that cuts through the map. Thanks for the advice.as for the drainage canal, those statics are done and lightmappable...the darkness is just because you havent set you light settings up yet..
feel free to use them... I made them for an as yet unfinsihed map..
as for the mestia buildings...
I actually used a bridge base for the walls.. look for it in possibly the roads folder...it is the support block one of the bridges. there are some other good blocks I made as well.. uhm... cant remember their names but they actually fit perfectly on top of the drainage canal statics as a sort of cover..
Here have some upgrade points.
Now you can upgrade to STEEL Taxi.+50 Points






