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Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-02 09:13
by motherdear
yeah it does crimenal, run it in admin/xpsp2 mode
Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-02 13:24
by Tannhauser
[R-CON]motherdear wrote:yeah it does crimenal, run it in admin/xpsp2 mode
Yeah but don't ever uninstall it.
I uninstalled it once, and now Vista keeps making 30% of the files during install go void, while 10% are relocated into another drive. And it can't be fixed unless I bluntly copy the whole BFeditor directory from another comp to my laptop.
And Vista did this to most of the programs on my effing laptop, jesus christ

Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-02 15:27
by Wicca
I dont know what ill do after this map. I know for a fact, people are sick of Afghan map. And id like to bring new battlefields into PR. Norway must be put on the map! SHASKA!
Either that, or Kosovo. With CAS support

Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-02 16:33
by Zeno
Jonny wrote:Learn to model statics, wicca.
I think pretty much every theatre has been done already or is currently being done, bar underground/inside a single building and 8x8k stuff.
If you really want to impress us, make an 8x8k map without using the normal terrain on the surface. (Hint: use the terrain for mapping out vegitation and helping with statics, then get rid of it at the very end by replacing the heightmap raw data files with null initialised data and raising the sea level and every static and spawner by 10km. Some experience with max scripting would help a LOT here, you can fully automate the process of splitting up and exporting the terrain tiles so you can end up using a better LOD algorithm than BF2 uses, possibly allowing HUGE view distances, and also having arbitrary resolution of the terrain.)
and if in doubt... add more ac-130

!!!!
Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-03 10:55
by Wicca
Hell id map 30 k if i had the time. But 8 km sounds like a epic project, both in time and how awesome it would be. And i dont think i would do that. 4k is just fine for me.
What i would love to though, would be to map for the new engine

That would be schweet!
Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-03 14:56
by KP
Wicca wrote:I dont know what ill do after this map. I know for a fact, people are sick of Afghan map. And id like to bring new battlefields into PR. Norway must be put on the map! SHASKA!
Either that, or Kosovo. With CAS support
Hill-to-hill fighting, in dirty, gravelly snow, I can assure you, has not been done. And would be a welcome change from desert or forest. Same for huuuuge poppy fields. Beautiful ... yet a war-zone!

Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-03 16:30
by Cheditor
Essentially something pretty to keep you occupied while waiting to shoot stuff ^^
Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-05 10:03
by Wicca
Ive sent a PM to KP! BUT HE DOESNT ANSWER

need info if i can post pics up... Thats what im waiting for right now..
Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-05 10:41
by Zulnex
Looks awesome. Keep up the excellent work.
Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-05 14:07
by Wicca
Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-05 14:14
by Tartantyco
Vehicle: CV90
Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-05 14:21
by fuzzhead
Remember not to use undergrowth for any kind of visual concealment... its for beatification ONLY, it offers no concealment at range and this got to be considered.
Use the PR OVERGROWTH bushes,shurbs etc for concealment that works at range.
Looks like its progressing well btw

Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-05 15:26
by Adriaan
Looking nice!
Maybe you could add some more medium sized overgrowth, like large bushes, in between the trees?
Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-05 17:49
by Wicca
Ive done that Adriaan

Weve been over this lol..
And yes sir Fuzz, will make more Over growth and less undergrowth

Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-10 09:03
by Wicca
D:\DiceCanada\BoosterPack2\Code\BF2\Geom\StaticMesh.cpp(2081): Assert: Geom: (m_activeLod < m_template->m_geomDependentMaterialList[m_activeGeom].size()) tl: lod: 2 of geom: 0 on mesh: stairs_v2 out of range [0,1
D:\DiceCanada\BoosterPack2\Code\BF2\Geom\StaticMesh.cpp(2081): Assert: Geom: (m_activeLod < m_template->m_geomDependentMaterialList[m_activeGeom].size()) tl: lod: 2 of geom: 0 on mesh: stairs_v2 out of range [0,1
D:\DiceCanada\BoosterPack2\Code\BF2\Scene\Object\ToolObject\ObjectTemplateAdm.cpp(1305): Assert: ToolObject: (0) Couldn't activate template: objectSpawner. Template does not exsist.
D:\DiceCanada\BoosterPack2\Code\BF2\Scene\Object\ToolObject\ObjectTemplateAdm.cpp(1305): Assert: ToolObject: (0) Couldn't activate template: objectSpawner. Template does not exsist.
HOW DO I FIX THIS

Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-10 23:05
by Uncle-Rambo
Wicca wrote:
That doesnt look fine.. at all. Maybe use a different kind of bush?
Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-13 07:38
by Wicca
Uncle-Rambo wrote:That doesnt look fine.. at all. Maybe use a different kind of bush?
Thats before lightmapping

Re: [Map] The Karez Offensive (4km) [WIP]
Posted: 2009-11-13 07:41
by Rudd
Wicca, would you post the settins you have for those dark bushes? I think you need to modify them to make it less uniform?