[Map] Wake Island (4km) [WIP]
-
Dankicity
- Posts: 73
- Joined: 2010-01-20 04:00
Re: [Map] Wake Island (4km) [WIP]
I went back to trekerns version and almost got to the same point for the 2nd time when the same bugs kicked my ***, again. Still being clueless mixed with a new project I'm launching this spring leaves me with one option...
-- scrapped --
Feel free to fork it if you have the time to finish it.
[edit] ahhh I can't scrap it ... I love wake island... Ill be back
-- scrapped --
Feel free to fork it if you have the time to finish it.
[edit] ahhh I can't scrap it ... I love wake island... Ill be back
-
J.F.Leusch69
- Retired PR Developer
- Posts: 2988
- Joined: 2008-04-23 16:37
Re: [Map] Wake Island (4km) [WIP]
Dankicity, stay with it. you have come to far to leave this
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Wake Island (4km) [WIP]
I'm not entirely sure what's going wrong, so if you could summarise or upload your currently files for me to have a look I'd be willing to see if I can help.
-
Dankicity
- Posts: 73
- Joined: 2010-01-20 04:00
Re: [Map] Wake Island (4km) [WIP]
I'll try and gather the file back up. I kind of chopped up the original in a rage trying to pinpoint the bug. My conclusion is after the 2nd failure is that I need a fresh install. Only changed the static obj this time so should be a bit easier. I'm getting faster at doing it but I'm running out of keyboards strong enough to suffer my knee.
-
j211shadowman
- Posts: 5
- Joined: 2011-05-08 18:07
Re: [Map] Wake Island (4km) [WIP]
Hey, First off your map may have some problems but it really is awesome. I have been using some of your maps initial parts To Make a Version of it for AIX. All I used was The Heightmap and your static objects placement, plus the detail and vegitation maps, but I changed over everything to Stock BF2 objects and vegitation, changes the undergrowth, and overgrowth materials and densities, swapped those out for tropical vegitation. I removed all the PR specific objects, created and lined up new colormaps from high res sat photos, and I have been working to Navmesh this beast (though the its not going well on the Navmesh front....has circular heritage and polygon suspiciously larger errors as it is currently but Im working on that right now, and unfortunately the changes I have made to the statics and overgrowth will make this mesh unusable in the PR version, but still)........I did run into the same Texture issue for some reason, but I caught it, It turned out to be corruption in the colormaps And the terrain.raw from copying and moving the files back and forth from editing,to testing to archiving, editing the archive over and over again. had to regenerate those, but I had my texture masters saved separately, but I did have to scrap terrain.raw, something in it was screwed up. Lightmaps were fine, though I had already combed through the statics, removed all instances of the PR specific stuff and made all new terrain and static lightmaps since I changed the lighting, sky, water....Added a Carrier in the center.... yadda yadda.... Im pretty farmiliar with the structure of your map (I have been working on my version for over 2 months now, mine is in final version awaiting a working navmesh) so If There is any assistance I can offer let me know. I registered here Cuz I seen you were having problems, and as someone who likes what you have done and is trying to convert it to AIX (we really need a new wake island, Im sick of the tiny Dice version) I would love to help out any way that I can.
-
H.sta
- Posts: 1355
- Joined: 2006-12-07 12:40
Re: [Map] Wake Island (4km) [WIP]
Did you ask before you took his map and used it for a completely different mod? becouse in my opinion it is common courtesy to ask before you take something, and copyright infringement if you don'tj211shadowman wrote: I have been using some of your maps initial parts To Make a Version of it for AIX.
I would atleast send a pm about it, he gave people permission to finish it for PR, not for a different mod
-
j211shadowman
- Posts: 5
- Joined: 2011-05-08 18:07
Re: [Map] Wake Island (4km) [WIP]
I used his heightmap (and edited it in Photoshop to soften the terrain a for eventual navmeshing, and modified The topography, so it is actually quite a bit different, Do you think he asked the source of the topography data if he could build a map with it? didnt think so)
Also, Yes I used the initial static object placement BUT, I also have removed all PR specific buildings and objects (because obviously they are not in AIX,) and add some more AIX/BF2 stock statics, and matching the object placement still present from his work to my modified terrain (not to mention sifting through every single line of code in the static objects file to ensure complete removal of everything from PR so it doesnt crash and burn....)
The detail layer map is the same.....kinda..it has been changed as well along with the detail layer textures they call for. I Also changed ALL the vegetation on the map both over and undergrowth, and modified the maps.
ALL of the texture work is my own (except of course for detail layer textures....those belong to DICE, as do most of the detail textures used in most PR/AIX/EOD/POE maps...... not so much as a single texture file from his map is in mine, they sky? Stock BF2.
The environment maps? I removed all of his from the staticobjects.con, placed new ones and generated my own....Lightmaps? Again, generated my own, none of his work is included in the lightmapping. Colormaps? Collected from Google maps at the highest res, screen capped, and hand stitched together in photoshop over a period of 6 hours.....none of his colormap textures are included.....
The Minimaps? Nope....I made my own, and I made them by hand in photoshop, Not to mention I made them artistic with old wrinkled paper textures, an old Wake Island war map, and a simple topography map.....they are wicked by the way.... But his work is not there either.....
Gameplay objects? Spawn points? Control points? None of his work is included there either.
So total the Files I used from his Map: Heightmap.raw (heavily modified) The detail layer maps (modified and implemented differently) Overgrowth "maps" but not the overgrowth itself (heavily modified) Undergrowth "map" but not the undergrowth itself (heavily modified) and the staticobjects.con (extremely modified). So thats 4 basic map files, one script and one set of detail layer textures. And ALL of those things that I did use from his map have been altered more than a little........
So dont act like I just copied his map and slapped my name on it, I dont appreciate that implication, and I have not released it publicly yet either. If I just took his map and tweaked it, I wouldnt still be working on it. I didnt make a clone of his map....at best his has been grandfathered in mine......But I still give him credit, and everyone in my Clan (Sovereign Forces) who has seen ingame caps of my map also KNOWS it is based on a PR map.
Now as far as copyright infringement, ONE: seeing as how all parts and code implementation in ANY BF2 COMPATIBLE MAP is the express intellectual property of EA games and DICE, No private map maker can claim a "copyright" on a map, or charge for one etc...
AND furthermore: Due to the inclusion and heavy use of python based code (an open source language) in bf2 maps, privately made maps fall under GNU license, (why do you think EA or DICE dont complain when someone takes a stock map, mods it and distributes it as long as they credit DICE?) And GNU open source Licensing states: anyone who uses open source software must one: understand their work is open to free distribution with or without permission AND, anyone using open source software created by other users and redistributing their modified work must credit the initial author for their portion of said software. And I intend to give credit where it is due.
I find it surprising that when I offer to help because I have been working on a 4m Wake Island myself for AIX using his work as a base........The first thing that happens is I get chastised about Copyright infringement.......I have NEVER took credit for the work of others, check some of my maps, anything I use that I didnt create, or build off of is always credited to the creator and or mod team by name, Along with a description of exactly what parts are credited to whom.
I registered here when I read about him having issues with his map, I offered to help him figure them out because I had some of the same problems with mine. I had the idea to make a large wake island map about the same time he did. But I was unable to find any topography data I could use to create the initial map so I adapted his heightmap.raw to my project, and used the other things I listed since they were topographically accurate.
You wanna see screens from my map go here: Sovereign Forces Forums When I got the idea..... and here: Wake Island 2011 Alpha screenshots once I got enough done to start play testing and getting some ingame shots .
Its close but its not the same map, and there is WAY more of my work in it than his. But whatever, my offer to help still stands.
Also, Yes I used the initial static object placement BUT, I also have removed all PR specific buildings and objects (because obviously they are not in AIX,) and add some more AIX/BF2 stock statics, and matching the object placement still present from his work to my modified terrain (not to mention sifting through every single line of code in the static objects file to ensure complete removal of everything from PR so it doesnt crash and burn....)
The detail layer map is the same.....kinda..it has been changed as well along with the detail layer textures they call for. I Also changed ALL the vegetation on the map both over and undergrowth, and modified the maps.
ALL of the texture work is my own (except of course for detail layer textures....those belong to DICE, as do most of the detail textures used in most PR/AIX/EOD/POE maps...... not so much as a single texture file from his map is in mine, they sky? Stock BF2.
The environment maps? I removed all of his from the staticobjects.con, placed new ones and generated my own....Lightmaps? Again, generated my own, none of his work is included in the lightmapping. Colormaps? Collected from Google maps at the highest res, screen capped, and hand stitched together in photoshop over a period of 6 hours.....none of his colormap textures are included.....
The Minimaps? Nope....I made my own, and I made them by hand in photoshop, Not to mention I made them artistic with old wrinkled paper textures, an old Wake Island war map, and a simple topography map.....they are wicked by the way.... But his work is not there either.....
Gameplay objects? Spawn points? Control points? None of his work is included there either.
So total the Files I used from his Map: Heightmap.raw (heavily modified) The detail layer maps (modified and implemented differently) Overgrowth "maps" but not the overgrowth itself (heavily modified) Undergrowth "map" but not the undergrowth itself (heavily modified) and the staticobjects.con (extremely modified). So thats 4 basic map files, one script and one set of detail layer textures. And ALL of those things that I did use from his map have been altered more than a little........
So dont act like I just copied his map and slapped my name on it, I dont appreciate that implication, and I have not released it publicly yet either. If I just took his map and tweaked it, I wouldnt still be working on it. I didnt make a clone of his map....at best his has been grandfathered in mine......But I still give him credit, and everyone in my Clan (Sovereign Forces) who has seen ingame caps of my map also KNOWS it is based on a PR map.
Now as far as copyright infringement, ONE: seeing as how all parts and code implementation in ANY BF2 COMPATIBLE MAP is the express intellectual property of EA games and DICE, No private map maker can claim a "copyright" on a map, or charge for one etc...
AND furthermore: Due to the inclusion and heavy use of python based code (an open source language) in bf2 maps, privately made maps fall under GNU license, (why do you think EA or DICE dont complain when someone takes a stock map, mods it and distributes it as long as they credit DICE?) And GNU open source Licensing states: anyone who uses open source software must one: understand their work is open to free distribution with or without permission AND, anyone using open source software created by other users and redistributing their modified work must credit the initial author for their portion of said software. And I intend to give credit where it is due.
I find it surprising that when I offer to help because I have been working on a 4m Wake Island myself for AIX using his work as a base........The first thing that happens is I get chastised about Copyright infringement.......I have NEVER took credit for the work of others, check some of my maps, anything I use that I didnt create, or build off of is always credited to the creator and or mod team by name, Along with a description of exactly what parts are credited to whom.
I registered here when I read about him having issues with his map, I offered to help him figure them out because I had some of the same problems with mine. I had the idea to make a large wake island map about the same time he did. But I was unable to find any topography data I could use to create the initial map so I adapted his heightmap.raw to my project, and used the other things I listed since they were topographically accurate.
You wanna see screens from my map go here: Sovereign Forces Forums When I got the idea..... and here: Wake Island 2011 Alpha screenshots once I got enough done to start play testing and getting some ingame shots .
Its close but its not the same map, and there is WAY more of my work in it than his. But whatever, my offer to help still stands.
Last edited by j211shadowman on 2011-05-09 18:57, edited 5 times in total.
-
Reddeath
- Posts: 308
- Joined: 2010-03-02 01:39
Re: [Map] Wake Island (4km) [WIP]
Dude..holy shit, no disrespect but do you know what a paragraph is? So hard to read what you have to say and I am sure some people just wont read it because how much there is and how its not organized or paragraphed.
Ingame: # SuperBagel
-
j211shadowman
- Posts: 5
- Joined: 2011-05-08 18:07
Re: [Map] Wake Island (4km) [WIP]
Wow....if ya imply I copied his work ya get a list of whats wrong with that statement, in detail even...... lol
-
j211shadowman
- Posts: 5
- Joined: 2011-05-08 18:07
Re: [Map] Wake Island (4km) [WIP]
Sorry bout that, Just got miffed cuz I offered help and someone implies Im trying to steal the guys map.....geesh. The poor guy probably gave up and started from scratch......Tell you guys what, I made a Scale 4 Groom Lake map a while back for AIX, and let it be known that anyone and everyone can do anything they want with it........its even got a navmesh (though its rather light on statics). It needs a decent modder to make it awesome, but since it is a real world terrain map, if someone in PR wants to convert it, be my guest, PR has better buildings that would suit it better....it would be a better map here than for AIX. Can find it anywhere BF2 levels are shared.
-
ballard_44
- Retired PR Developer
- Posts: 1204
- Joined: 2007-05-30 22:47
Re: [Map] Wake Island (4km) [WIP]
C'mon...It's exactly what you are doing, tweaking his map.j211shadowman wrote: If I just took his map and tweaked it, I wouldnt still be working on it.

-
H.sta
- Posts: 1355
- Joined: 2006-12-07 12:40
Re: [Map] Wake Island (4km) [WIP]
woah... listen, I was not accusing you of anything. it is just polite to ask before using any of other peoples work, no matter how little of his that remain. it is simply common curtesy.
A simple "ok will send a PM now" or "I will remember that" would have been enough.
A simple "ok will send a PM now" or "I will remember that" would have been enough.
-
Dankicity
- Posts: 73
- Joined: 2010-01-20 04:00
Re: [Map] Wake Island (4km) [WIP]
and then I would have had the chance to say NO. GYFO map! I made this for the PR community -- intended as a thanks for them giving me something free to do. But I guess I'm thanking AIX too. What ever that is. Thanks for the mod, tutorials, resources and community for helping to make this map. (whiff of sarcasm -- should it's pretty thick)[R-COM]H.sta wrote:A simple "ok will send a PM now" or "I will remember that" would have been enough.
Point being, if you're going to 'help', help finish the map for it's original target, PR. Then, I might be more inclined to happily watch it be put into a completely different bf2 mod.
-- Word of the Day -- "Concise"
-----------------------------------------------
For the real PR community: I will be getting back into this now that my other project is launched (tipent dot com if ur curious). I have everything back in working order and am doing a backup every 5 seconds lol.
Last edited by Dankicity on 2011-06-07 21:35, edited 1 time in total.
-
Shovel
- Posts: 860
- Joined: 2010-08-26 14:23
Re: [Map] Wake Island (4km) [WIP]
The word of the day is actually "wiredrawn"
Word of the Day | Definition, Word Origins, and Quotes at Dictionary.com
But please finish the map! It has come too far. Also, if you are giving up, I could try to finish it for PR.
Word of the Day | Definition, Word Origins, and Quotes at Dictionary.com
But please finish the map! It has come too far. Also, if you are giving up, I could try to finish it for PR.
Shovel009
-
Dankicity
- Posts: 73
- Joined: 2010-01-20 04:00
Re: [Map] Wake Island (4km) [WIP]
haha, "2. Drawn out long..." -- I'll buy that.
I am taking a break from my other project the rest of this week and am working on wrapping this up. I am interested in any feedback from those that have played it.
I am taking a break from my other project the rest of this week and am working on wrapping this up. I am interested in any feedback from those that have played it.
- Out of place or glitched objects
- Vehicle changes
- Areas that are too difficult to defend/attack
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Wake Island (4km) [WIP]
if you link me the latest version I'll take a look from the technical side of it if you like
-
Wakain
- Posts: 1159
- Joined: 2009-11-23 21:58
Re: [Map] Wake Island (4km) [WIP]
good to see this is back on track 
-
Marcio
- Posts: 59
- Joined: 2011-06-07 11:24
Re: [Map] Wake Island (4km) [WIP]
oh yeah ... I would like to see the map ready!!Wakain wrote:good to see this is back on track![]()
...I think the world community also!
-
Dankicity
- Posts: 73
- Joined: 2010-01-20 04:00
Re: [Map] Wake Island (4km) [WIP]
It's still crashing when attempting to play, without giving me a dump [or log] file to look at. I'm not sure if its from something I was suppose to update for 0.957 or what.
I recovered the StaticObjects and HeightmapPrimary from my last attempt but the lightmaps, color/detailmaps, and undergrowth were corrupt. So those are from the .52 version. I remade the gamemodes and tried to lightmap overnight but it crashed. So I just threw in the .52 terrain lightmap. Also added Startrekern files.
[edit]
Forgot about windowed mode being a requirement to debug. Rusty/Noobicity
I recovered the StaticObjects and HeightmapPrimary from my last attempt but the lightmaps, color/detailmaps, and undergrowth were corrupt. So those are from the .52 version. I remade the gamemodes and tried to lightmap overnight but it crashed. So I just threw in the .52 terrain lightmap. Also added Startrekern files.
[edit]
Forgot about windowed mode being a requirement to debug. Rusty/Noobicity
Last edited by Dankicity on 2011-06-09 04:47, edited 2 times in total.

