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Posted: 2007-08-30 18:02
by Xander[nl]
OkitaMakoto wrote:That object/thing that hurting you.. that sounds buggy, could you try to find out more of where it is please? id like to find out what it is and get rid of it.
Okay will do. :)

Posted: 2007-08-30 18:05
by =HR=Drayu
maybe some of the dev mappers can chime in to help out, but I wouldn't worry too much about loadouts right now, I would think you want to get the map to a point where everything is done and then start talking vehicles and kits. But, maybe Rhino or someone can chime in to help out a bit.

Posted: 2007-08-30 18:21
by Xander[nl]
Well, the bug hurting your humvee is quite weird. Sometimes it happens, sometimes it doesn't. (and on multiple places)
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It happens on some places in this area;
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Oh and btw, what's up with the water? Numbers! :D
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Oh, and my posts are in no way meant to be offensive. :) I'm only trying to get the map 'perfect' and making sure you won't miss anything. :D Even though it's still an Alpha.

Posted: 2007-08-30 19:18
by MastaLock
Get your graphics card already so we can play after I get out of work... ugh! :rolleyes:

Posted: 2007-08-30 20:05
by OkitaMakoto
'Xander[nl wrote:;472646']Well, the bug hurting your humvee is quite weird. Sometimes it happens, sometimes it doesn't. (and on multiple places)
Image
It happens on some places in this area;
Image


Oh and btw, what's up with the water? Numbers! :D
Image

Oh, and my posts are in no way meant to be offensive. :) I'm only trying to get the map 'perfect' and making sure you won't miss anything. :D Even though it's still an Alpha.
haha, the water, idk exactly, but rhino told me how to fix it except i think i did that and its still like that lol.

snake doctor WAS going to give me a better water type... but...yeah...

anyway, im gonna restart my pc cuz i just got my new graphics card!!!

so, ill get on some of these issues tonight, but i have quite a bit of homework for tomorrow...so, we'll see...

*edit*
I also really appreciate the fact that you went out into the water to check for stuff...lol thanks!

Posted: 2007-08-31 01:38
by [Fr]WhiteMoon
OkitaMakoto wrote:a lot of remains and carcasses? Anyway, from what i read Wolcotts was in a tight alley/street and rangers set up on both sides:
In fact I watched the movie years ago. The second time (just after the first :razz :) was with the comments of some soldiers of the operation. I remember well when one spoke about this difference of site crash, after that I can't be sure of my memory years ago.
What I imagined on the moment looks like what I see on your scheme, not on the side of a place like in the film, and not like in your video, that looks like a place too :
Image Image Image Image
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And yes they had difficulties to locate it because of remains, it wasn't easy to distinguish.

I already said, I can't be sure after years, I don't have the DVD to verify and I can confuse with the other crash site... You look to have a precise source, so trust it ! :razz:

A few time ago, playing Al Basrha I was telling myself "why PR team don't reproduce the BHD scenario ? It is exactly the game for". Thanks for creating it !

The best way should be to do an extraction map with kits for pilots (like said before) and in addition with bots to play the VIPs (like in Counter Strike) to extract them in a command truck with a convoy ! Please speak about it to the DEVs ! :-P

At least I don't realise the size of the map. From here 'looks like the way to the city is short. But according to the size of the long street in the movie, perhaps not.

In any case, for this map, stress the use of taxi copters, make us pilots take a special pleasure on it !

Posted: 2007-08-31 02:32
by OkitaMakoto
OK.

Grass and trash render out further, will still increase even more so.

Brush doesnt render out very far at all still. Its the static brush.

I found the vehicle damage problem too, took out the tire on one of my technicals :'( Ill look into it, maybe its something as simple as a slight change in elevation?

Also, and this might connect with the brush not rendering far, is the buildings are using Low LODs up until you are really close. Id ont know who to fix this. I thought I had, but apparently not. This using of the low LODs might also be whats making the brush not show up as its lowest LOD is to be invisible. Maybe?

Blockades are taller and I added two more. I actually got a tad lost and had to drive around some stuff to get to where I wanted to go... but, I think ill add two more maybe...

Lightmapping will get redone and hopefully that will fix all the dark textures...

HELP on the Low LOD thing!!!! please!! Thats the biggest thing right now!!!

Oh, and the Ammo caches I placed are working

The helipad are working, but they glitch under the airport

and the repair trucks are NOT showing up.. ill look into that...

Another bit of work tomorrow and maybe these things can be resolved!!! maybe..

oh, AAS support is in, but im not sure if its working... all i did was make them supply lines like explained in the Audit thread... I didnt know if there was actual code to change... the Audit thread got a bit confusing :( help?

Posted: 2007-08-31 02:44
by Rambo Hunter
I remember during the commentary for the movie Col. McKnight said that the alley (alley, not street) the blackhawk crashed in was too tight for humvees to fit in and openn the doors, it was also so tight the littlebird's rotors were kicking up sparks on the bluldings along side while picking up Sgt. Busch.

Heh, sorry this is a bit late, i just remembered this.

Also, a good history channel documentary:
http://video.google.com/videoplay?docid ... &plindex=3

Posted: 2007-08-31 02:49
by OkitaMakoto
Rambo Hunter wrote:I remember during the commentary for the movie Col. McKnight said that the alley (alley, not street) the blackhawk crashed in was too tight for humvees to fit in and openn the doors, it was also so tight the littlebird's rotors were kicking up sparks on the bluldings along side while picking up Sgt. Busch.

Heh, sorry this is a bit late, i just remembered this.

Also, a good history channel documentary:
http://video.google.com/videoplay?docid ... &plindex=3
Cool, nice addition. Maybe I should go ahead and tighten it up. It might create some nice dynamics with no HMMV support out there...then again, there are no doors on BF HMMVs so Id have to make it too tight for them to even get down.. wich would be too tight in general i think.. ill see what I ca do... maybe... we'll see. I still need help on those above issues...

:)

Posted: 2007-08-31 03:08
by Rambo Hunter
Oh, and after a reformet i'm able to load past 46% and get ingame :D

Posted: 2007-08-31 03:13
by OkitaMakoto
Rambo Hunter wrote:Oh, and after a reformet i'm able to load past 46% and get ingame :D
reformatting your harddrive fixed it? or at least, presumably fixed it!?

well... whatever happened, I'm glad you got in game finally.

Posted: 2007-08-31 03:26
by [Fr]WhiteMoon
Just put obstacles so HMMV can't drive in the alley...

Posted: 2007-08-31 03:28
by Rambo Hunter
OkitaMakoto wrote:reformatting your harddrive fixed it? or at least, presumably fixed it!?

well... whatever happened, I'm glad you got in game finally.
Yeah, i dunno. Maybe it was a file error on my side, but it works, and your map, aside from the bugs listed above, is beautiful

Posted: 2007-08-31 03:38
by OkitaMakoto
Just put obstacles so HMMV can't drive in the alley...
Give this man a medal. Thanks! Durrrr on my part... :)
Rambo Hunter wrote:Yeah, i dunno. Maybe it was a file error on my side, but it works, and your map, aside from the bugs listed above, is beautiful
Hmmm, and since yours was the incredibly common 46% error, it makes me want to believe that ALL 46% errors are not map related... maybe?

Posted: 2007-08-31 03:58
by Rambo Hunter
I guess? I'm using the most recent one on my PR_SP install and now it runs fine


Btw, what's the objects you're using for the two bodies at the 6-4 crash? I'm going to skin them DCU to, if you don't mind

Posted: 2007-08-31 04:00
by OkitaMakoto
Rambo Hunter wrote:I guess? I'm using the most recent one on my PR_SP install and now it runs fine


Btw, what's the objects you're using for the two bodies at the 6-4 crash? I'm going to skin them DCU to, if you don't mind
I"ll have to look later. They arent in the PR area... I think they are in an area that has a lot of non PR Black Sands stuff.. like Vietnamese boats and stuff... Im sorry, Ill get you the directory tomorrow... paper and HW still... :( oops?

Posted: 2007-08-31 04:06
by Rambo Hunter
Oh, nvm. I found them

Posted: 2007-08-31 04:52
by OkitaMakoto
Rambo Hunter wrote:Oh, nvm. I found them
roger. continuing homework. man, allI want to do is keep mapping and fix these problems. I tried to learn ambient noise and triggers (birds) but I didnt quite get it.

Posted: 2007-08-31 07:34
by Xander[nl]
I don't know if it's map related or not, but I can remember another mod (Nations ar War, I think) had the sounds of gunfire, on a map. That would be really cool to have.

Posted: 2007-08-31 07:41
by Rambo Hunter
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:( *salutes Gordon and Shugart*



What do you think about the skin?