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Re: [Map] Al Basrah Night Audit (2km) [WIP]
Posted: 2010-03-03 01:25
by JohnnyTheIED
The map looks amazing, great job, looking forward to playing this on all servers

Re: [Map] Al Basrah Night Audit (2km) [WIP]
Posted: 2010-03-03 02:52
by DevilDog812
this is a great map, especially since it has coop versions as well. however, you definitely need to have muzzle flashes turned on for it to look really cool. for some reason, i just cant get my game to show muzzle flashes, does anyone know what i need to set my graphics to show them
Re: [Map] Al Basrah Night Audit (2km) [WIP]
Posted: 2010-03-07 09:34
by alexandrei07
Thanks people
Alternative download client link:
albasrah_night01.exe
Re: [Map] Al Basrah Night Audit (2km) [WIP]
Posted: 2010-03-07 09:44
by Rudd
DevilDog812 wrote:this is a great map, especially since it has coop versions as well. however, you definitely need to have muzzle flashes turned on for it to look really cool. for some reason, i just cant get my game to show muzzle flashes, does anyone know what i need to set my graphics to show them
.9 muzzle flashes are different to .87, so just adding the effect code to the init.con doesn't work anymore afaik.
I guess the map makers could take the .87 muzzle flash effects and put them in the map in the objects_server/client.zip then add the code to the init.con and that might put the vbf2 muzzleflashes back
Re: [Map] Al Basrah Night Audit (2km) [WIP]
Posted: 2010-03-07 09:52
by alexandrei07
[R-CON]Rudd wrote:.9 muzzle flashes are different to .87, so just adding the effect code to the init.con doesn't work anymore afaik.
I guess the map makers could take the .87 muzzle flash effects and put them in the map in the objects_server/client.zip then add the code to the init.con and that might put the vbf2 muzzleflashes back
Example:
init.con
rem agregado segun recomendaron en el tutorial mapas nocturnos de RM, bf2editor
renderer.isNightMap 0
renderer.glowenabled 1
rem renderer.fakeHDRweights 0,0.1,0.2,0.3,0.4,0.3,0.2,0.1,0
Thanks Rudd F/Y Comment
Re: [Map] Al Basrah Night Audit (2km) [WIP]
Posted: 2012-04-09 18:00
by Gore
Links aren't working no more, can this still be downloaded somewhere?
Re: [Map] Al Basrah Night Audit (2km) [WIP]
Posted: 2012-04-09 23:25
by alexandrei07
GoreZiad wrote:Links aren't working no more, can this still be downloaded somewhere?
No, this custom map was stopped in the 0917 version.
Re: [Map] Al Basrah Night Audit (2km) [WIP]
Posted: 2012-04-18 13:27
by USMC scout sniper
Could you explain how you did this? I wanna try to do it on some other maps for fun.
Re: [Map] Al Basrah Night Audit (2km) [WIP]
Posted: 2012-04-18 15:00
by Rudd
basically just take a night map's sky.con and rename the bits in the sky.con from xmap to yourmapname, but that sky.con in the server.zip
take the groundhemi.dds in the client.zip of the map you want to make dark, and darken it in photoshop or dynamic objects will be bright
to add light effects to use this tut, understand this will not work properly unless relightmapped afaik.
https://www.realitymod.com/forum/f189-m ... r-map.html
Don't use the nightmap code in the init.con in PR, it will crash due to the number of effects being loaded
Re: [Map] Al Basrah Night Audit (2km) [WIP]
Posted: 2012-04-19 22:00
by alexandrei07
USMC scout sniper wrote:Could you explain how you did this? I wanna try to do it on some other maps for fun.
They do not like night maps, so stop update