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Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-23 14:09
by Rudd
There's some good advice in another tutorial https://www.realitymod.com/forum/f189-m ... audit.html

for your specific question, there is a setting for 'areaValueTeamX' e.g. with teamvalue for team 1, if the number of flags held by team 1 have a value adding up to more than 100 then bleed starts, more value, more bleed.

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-23 15:28
by ElPube
Cool project, keep going !

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-23 21:29
by Rabbit
TBH I think the only ones that would fit gameplay are Sharqi, Fushe, Daqing Oil fields and Ghost Town as a skirmish map.

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-23 21:51
by X-Alt
[R-DEV]Rabbit wrote:TBH I think the only ones that would fit gameplay are Sharqi, Fushe, Daqing Oil fields and Ghost Town as a skirmish map.
Fushe would be nice and Sharqi is being recreated as 4k IIRC.

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-23 22:28
by Rabbit
X-Alt wrote:Sharqi is being recreated as 4k IIRC.
No it's not.

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-23 23:28
by The_Turkish_Moose
Fushe would be nice and Sharqi is being recreated as 4k IIRC.
I don't think there is a sharqi remake!
TBH I think the only ones that would fit gameplay are Sharqi, Fushe, Daqing Oil fields and Ghost Town as a skirmish map.
I believe that with some alterations to flag layouts and other factors, many more maps are suitable for PR. Next I will be working on Zater Waterlands!

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-23 23:34
by Rudd
One tip, I know from playing operation smoke screen on COOP that the challenger 2 looks awesome with it's default ambient settings :D

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-24 00:07
by X-Alt
[R-DEV]Rabbit wrote:No it's not.
You put it on indefinite hold or something? Anyways, Dalian Plant would also not be all that bad for a port.

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-24 01:04
by Arab
The_Turkish_Moose wrote:I don't think there is a sharqi remake
https://www.realitymod.com/forum/f354-c ... m-wip.html
:D

Edit: Oh I didn't know [R-DEV]Rabbit, the creator of Sharqi Peninsula 2 was posting here. Looking forward to see this finished in whatever time.

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-24 09:34
by The_Turkish_Moose
One tip, I know from playing operation smoke screen on COOP that the challenger 2 looks awesome with it's default ambient settings
You'll have to explain to me how to do this. Always open to suggestions so no reason why I can't do this

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-24 20:29
by The_Turkish_Moose
GOT SOMETHING IMPORTANT TO TELL
If you go with this aporach then the download size for these maps will be tiny and we could possibly consider integrating them into the core mode providing the GPOs have been setup well etc
I believe I'm almost there with Operation Road Rage! :)
It Will need to be tested on a server first but I'm close to finishing the AAS and SKIRMISH layers. Not to pressure the devs but what's the chance of putting this level into the 1.2 update? Of course, you guys need to see the map first but just know, I'm leaving out all COOP layers due the crashes everyone warned me about.

Managed to get a custom soundtrack for the level and was hoping someone could tell me how I can make the "loadmap" image look like the others?

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-24 20:53
by Rabbit
The_Turkish_Moose wrote:Not to pressure the devs but what's the chance of putting this level into the 1.2 update?
0% chance of it in 1.2.

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-24 21:04
by Rudd
^that's because we have a cut off point for new content so that it can be tested as thoroughly as time allows.

However I would also expect that vbf2 maps won't be added to the main build unless it's demonstrated they work very well with PR.

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-24 22:19
by The_Turkish_Moose
we have a cut off point for new content so that it can be tested as thoroughly as time allows.
I understad, just a shot in the dark
However I would also expect that vbf2 maps won't be added to the main build unless it's demonstrated they work very well with PR.
I've took that into consideration of course but It's hard due to the way the maps are designed. I can try editing the maps! Makes the job a little harder and they no longer become "Original", but would definitely benefit the game play :D

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-24 22:20
by Amok@ndy
i dont think vbf2 maps will ever end up in PR because of their size and playable areas and ofc the quality is not what we are looking for

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-24 22:35
by The_Turkish_Moose
i dont think vbf2 maps will ever end up in PR because of their size and playable areas and ofc the quality is not what we are looking for
-playable areas can be changed
-size can be changed (many maps are 2k maps anyway)
-in terms of detail, you're right BUT the performance is flawless. The detail begins to diminish the further out you go

I would love for these maps to be integrated into the game due to the low folder size. But you make valid points! Some more work and these maps will be better. Unfortunately, I had to lose my server due to costs and was wondering if one day, once I'm confident that I've made a suitable map, if I could test it on an official server? asking for a lot I know, and many of the devs do not see the potential, but judgement should not be passed until it's played. I'm putting all the effort in any way so it will only be a waste of time for me in the end, but I don't really care :)

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-24 22:38
by Rudd
There are lots of servers I expect would be happy to host an event for you, but this is your baby and the PR team have plenty of it's own things to get on with. We're here for Q+As but this is up to you mate.

Focus your efforts on the larger maps if I were you, the 1Ks are probably never going to be integrated. You'd have to remake them as 2k, which as you say is doable but that's alot of work for you.

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-24 22:50
by The_Turkish_Moose
There are lots of servers I expect would be happy to host an event for you, but this is your baby and the PR team have plenty of it's own things to get on with. We're here for Q+As but this is up to you mate.

Focus your efforts on the larger maps if I were you, the 1Ks are probably never going to be integrated. You'd have to remake them as 2k, which as you say is doable but that's alot of work for you.
Thanks for the help and advice! if I need any guidance, I'll post again

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-24 22:58
by The_Turkish_Moose
Already got a question
I'm looking for the roads and splines .con's to put in the editor folder of the map but cannot find them in the "operationroadrage" files. Any clues where to look?

Re: BF2CROSSOVER - By The_Turkish_Moose

Posted: 2014-05-24 23:04
by Rudd
you need the editor files for the map for the original road splines (ofc you won't have this for a vbf2 map)

This tutorial leads you through recreating a maps editor folder, however roads cannot be recreated from maps without an editor folder, you can only approximate, if you want to move a road then you'd have to paint over the 'colormap' part of the map and place a new spline to create that road in a new position.

https://www.realitymod.com/forum/f189-m ... files.html
Note about Roads

You can't recreate roads, since you need the spline.con data which you can't get from anywhere in the map's files, the roads are saved as compiled meshes. However, the roads are baked onto the colormap which should give you an excellent guideline to lay down new ones from scratch.
This is why older PR maps without editor folders are a ***** to update :)