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Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2011-08-04 03:26
by Rhino
[R-DEV]Rudd wrote:thats not always necessary, and the sec heightmaps from that tool are a good starting point/placeholder
This is basically what the tool is doing, using OGT as an example.

Image

Now with OGTs VD you most likley wouldn't notice how crappy the surrounding terrain was but with a much larger VD, and epically on a map with air assets, you would easily be able to see things like for starters, the river looks totally wrong and the train track lines (which the terrain has been modified for) don't meet up at all etc, espically in the NW of the map the train line goes off at a 90deg angle all of a sudden.. In some locations you could even see the extra rivers on the map...

The tool isn't a good starting point as it means you need to do even more work to clean it up the surrounding terrain than if you where just working with a blank map and if used as a place holder, it would get left...

It is far better to do the surrounding terrain at the very begging of the map, epically if your generating the terrain or using DEM data.

If generating your terrain, generate your map size by 3 then split the map up in photoshop, using the centre for the pri terrain and the edges for the surrounding terrain, as I did for my "Test Airfield" map:
Design Map:
Image

L3DT Minimap with surrounding terrain:
Image

And if your using DEM data, take the area outside of where you want your map to be as well as the map, then split it up in photoshop, much like what you would do above with generating terrain, except your not generating it, although if your going to shove it though Geocontrol keep it as one for that before you split it up.


Doing the above not only means you get a much, much better result and very nice transition between your Pri and Surrounding terrain, but you also save a heap of time trying to clean up a really crappy surrounding terrain which dosen't work.

Image

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2011-08-04 03:30
by Rudd
well, its like any tool, appropriate use means it'll work and inappropriate use will result in not so great stuff.

If you have a terrain that'll benefit from using a more advanced method then you can use that

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2011-08-04 12:52
by Amok@ndy
the tool works fine for flat desert maps for example rhino

though i completly agree that geocontrol or l3dt secondary terrain looks much better

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2011-08-19 00:41
by AFsoccer
Linx_esp wrote:Hi all, I have started on mapping two days ago, following all the steps of the tutorials (I have made the first two tutorials) , but I have a problem. The fact is that when I load the map that I have created, it reaches 15 % and then the game crashes with no error messages. Can anyone help me? :? ??:
There are many, many things that can go wrong when you first load a map.

Search the PR modding forum for "15% CTD", "16% CTD", etc. Another really good resource (with even better search engine) is BF Editor Portal.

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2011-08-19 02:28
by sylent/shooter
Or...... here :) An Error Has Occurred!

Tells most known causes and specific percentages :)

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2011-08-19 03:28
by Rhino
[quote=""'[R-DEV"]AFsoccer;1647347']There are many, many things that can go wrong when you first load a map.

Search the PR modding forum for "15% CTD", "16% CTD", etc. Another really good resource (with even better search engine) is BF Editor Portal.[/quote]

[quote="sylent/shooter""]Or...... here :) An Error Has Occurred!

Tells most known causes and specific percentages :) [/quote]

I'm sorry but I can't support this advice as going off what percentage you crashed on isn't very accruate and can easily send someone off on a wild goose chase...

by what shooter posted there could be four different things wrong with the map and I very much doubt any of thous things listed is actually the problem, and if they are, no clear solution is posted there.


The first thing you should do is test you map in windowed mode, by cloning your pr/bf2 shortcut and then adding a " +fullscreen 0 +szx 1024 +szy 768" (without the quotes) to the end of your shortcuts target box. Then running your map as normal, see if you get an error. If so you should then search that error on the BFeditor forums AF linked above.


If no then your next step should be looking into the debugger (bf2_r.exe), more info here: SELF HELP (Please read First) - Official BF Editor Forums


But for you Linx_esp I would only try the windowed mode at this stage. Running your map though the debugger is most likley only going to confuse you more at this stage.

Your problem is most likley down to you testing your map in PR when its set up for vBF2 (since you have only done the first two tuts) and as such, its not working in PR since PR works quite differently from vBF2 in terms of kit setups etc. As I thought was noted on the OP of this topic, but wasn't and now is noted there, for beginners I recommend first mapping in vBF2 to keep things as simple as possible just to get a grasp of how BF2 works. Once you have done that and made a basic test map, then move onto pr_edit and learn the ways of PR, on top of your knowledge of vBF2.

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2011-08-19 04:11
by AFsoccer
Good point Rhino. Run it in windowed mode and cross your fingers that it gives you an error.

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2011-08-20 18:16
by Rhino
No linx don't edit your post, for one we won't know if its edited unless we keep on checking the topic and two, this isn't the place to ask for help as people wont easily be able to find these posts if they are searching for the same problems.

If you have any more questions and after you have first searched for the problem and you don't find out what your looking for, then make a topic in the community modding section as per these guidelines: https://www.realitymod.com/forum/f388-p ... lines.html

Cheers.

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2011-10-05 09:42
by Sgt.Desert Tiger[TR]
I am trying to open editor but its says Directx 9.0c or higher needed but I have directx 11 and its up-to-date.

I have laptop:

Windows 7

Intel core i7-2630QM 2GHz-2.9GHz

6gb Ram

Nvidia GT550m

I change compability of bf2 too and now its work.(editor in xp compability mod while get message)

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2011-10-05 10:02
by Rhino
run in XP compatible mode...

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2011-10-08 21:06
by mattnett1
How do you put Project Reality Objects in? I can't find them. It isn't on the list.
:? : :? : :? :

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2011-10-08 21:56
by Rhino
as per the OP:
'[R-DEV wrote:Rhino;366110']Project Reality Mapping Specific Tutorials
1. Setting up the BF2 Editor for Project Reality Mapping/Modding
But also as per the OP:
'[R-DEV wrote:Rhino;366110']NOTE TO BEGINNERS: We strongly recommend beginners to start mapping in vBF2 even if you only plan on mapping for PR with a small, simple, 256x2 test map (click to view recommend settings for a first test map) just to get to grips with how BF2 and the BF2 Editor works. Diving strait into PR mapping will only get you really confused with maps crashing when only trying to test them ingame as the first load of tutorials do not tell you how to set your map up for PR. Once you have learnt the basics and got a simple, small test map done which you can run around on and has a few terrain features, statics, roads, perhaps some overgrowth and undergrowth too etc, then its time for you to look into PR mapping.

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2011-10-09 00:39
by mattnett1
I am not really new I have made some maps for vBF2 and the community liked em! But I have another question, When you are extracting the files are you opening them up?

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2011-10-09 02:31
by AFsoccer
mattnett1 wrote:I am not really new I have made some maps for vBF2 and the community liked em! But I have another question, When you are extracting the files are you opening them up?
Just follow the tutorial. Right click on the zip and select "extract here".

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2011-10-30 02:16
by Pvt.LHeureux
Got a little problem, when painting my map I tried to change the render mode because the super shiny white map was killing my eyes, so I changed from "Object Normal Mode" to "Object Color Mode", so the map was darker and it felt better to work on it with this render mode. But when I tried to continue painting I couldn't, even when changing back to the other render mode.

And there were big black squares where I worked before activating this render mode. Now all this work is lost, I can't find a way to get my painting back, and the minimap doesn't show it aswell now, while it was before this bug :(

EDIT : Started a new map, don't need the help, just hope that this won't happen again :/

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2012-04-22 18:43
by rodrigoma
hey
i have extracted the Normandy objects to my pr_edit
and have copied the bf2_editor from the PR/readme folder to the main folder but i still cant see the vehicles in the object spawner
i can place them in the map however so they are extracted
what can i do?
thanks

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2012-07-29 19:05
by Zeno
tutorial on how to set up Insurgency mode please ^^

Re: [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

Posted: 2012-07-29 23:38
by Rhino
put down two main base flags, one for each team, make unchangeable, place down spawns for both teams, then for the insurgent/taliban etc team, place a load of ammo caches down as an object spawner, team locked to team 1 and the python code will do the rest. Look at another insurgency map's GPO.con for more tips.