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Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-08 21:17
by Sniper77shot
Celestial1 wrote:The Russian carrier present on Beirut could be substituted for a Chinese carrier later on.
Just saying.
There is a Russian Aircraft carrier!
Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-08 21:27
by Celestial1
Sniper77shot wrote:There is a Russian Aircraft carrier!
...Yes, on Beirut there is.
Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-08 23:05
by Amok@ndy
Celestial1 wrote:...Yes, on Beirut there is.
no there isnt ! its just a random cargo ship with some choppers on ... or is there a secret ?
Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-09 13:24
by Dankicity
Celestial1 wrote:The Russian carrier present on Beirut could be substituted for a Chinese carrier later on.
I was hoping to avoid a carrier/cargo based main for this version. Maybe that could be added later on if the game play supported it. I wouldn't mind getting something off-island but I still suspect it will just hinder game play.
I've only seen one, 3pt, carrier model and if there is another I'd assume they made a custom texture mode to swap out flags, colors, etc instead of a new model. If so, the same thing could be done for most countries as some tend to 'borrow' design elements from everyone else.
Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-09 14:56
by >para<
leave you friends,your girlfriend,your family and make the map! . LOL
Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-10 20:13
by Snazz
Celestial1 wrote:The Russian carrier present on Beirut could be substituted for a Chinese carrier later on.
The option of using a cargo ship (not carrier) like Beirut was already mentioned 5 times in the thread.
Dankicity wrote:I've only seen one, 3pt, carrier model and if there is another I'd assume they made a custom texture mode to swap out flags, colors, etc instead of a new model. If so, the same thing could be done for most countries as some tend to 'borrow' design elements from everyone else.
China doesn't have any operational aircraft carriers or amphibious warfare ships resembling the USS Essex.
Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-10 22:11
by Panzerfire
Snazz wrote:China doesn't have any operational aircraft carriers or amphibious warfare ships resembling the USS Essex.
Yet...

Give them another five to ten years and we might get some artist rendering of their future shiny fleet.
Whetter this map can wait until an aircraft carrier is ready and also a model for PR.... that's up to the mapper. 'Though I would like to see this map done before 5 to 10 years pass away.

Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-26 01:04
by Dankicity
Panzerfire wrote:Though I would like to see this map done before 5 to 10 years pass away.
Agreed. Though, that would mean we'd already have a diff president here... which might make gameplay more enjoyable... or I could use my nationalized ID to logon(or however often the gov deems in a fictitious socialist Utopian state).
Anyway...
Troubleshooting some bugs at the moment(week). pm if you want to help and I'll send a link to download (plz ftloG).
Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-26 10:32
by Amok@ndy
just post up your error messages and im sure i can help you

Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-26 10:37
by Rhino
or he could just type the error into the search function on the BFeditor.org site and will most likley find the problem from there...
Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-26 11:59
by Amok@ndy
[R-DEV]Rhino wrote:or he could just type the error into the search function on the BFeditor.org site and will most likley find the problem from there...
so true

Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-27 15:09
by Sniper77shot
Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-27 15:18
by Rhino
Only that model is totally off from the real thing, is made really badly and its texture is really bad too.
the only thing slightly nice about any of thous models is the little display in the bottom left hand corner of the 1p of the hovercraft:
http://bf2mod.cn/attachments/month_1001 ... y55ITY.jpg
Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-27 16:05
by sylent/shooter
haha it looks like a cruise liner with missles XD
Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-27 16:07
by scharf
looks like the aircraft carrier from GTA san andreas aka horrible
i think a cobra for USMC on defence would be a great idea , but on SINGLE spawn so that once it dies it does not come back, this could be used to counter chin APC if implemented , but has to be used conservatively because of singlespawn anyway love the maps look
Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-03-27 16:27
by Sniper77shot
Now we know why China is on wake island on vbf2.
Re: [MAP] Wake Island (4km) [WIP]
Posted: 2010-04-09 00:54
by Dankicity
[R-DEV]Rhino wrote:or he could just type the error into the search function on the BFeditor.org site and will most likley find the problem from there...
I've got it hammered out. Shooting for some in-game screens this weekend.
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-12 06:52
by Dankicity
Made a liar of myself. Solved most of it by just moving everything into a new map (like I said I would but didn't), but this I don't get.
I can tell it's a gap between color and detail but that's all I got. Init.con is a straight up copy from barracuda. Don't even know what you'd search for on that one. "site:realitymod.com gaping holes of invisible terrain". Please don't say I have to redo my detailmap
again... ugh.
Also where do you set draw distance for overgrowth or is that just because I haven't finalized them yet? (it's about 100m short of viewing distance @ 850m) Hope since it's 70% water the lag might be
tolerable (if such a thing exists)
Zzzzz
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-12 07:29
by SashaSK8
for 4km map you need add this line
terrainCuller.setUseStitchedLods 0 in the terrain.con before endIf in the end
Code: Select all
else
terrain.create Terrain
terrain.load Levels/YourMap/terraindata.raw
terrainCuller.setUseStitchedLods 0
endIf
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-12 07:36
by Amok@ndy
better use a tmp.con (just create it in your mapfolder) because everytime you save your terrain your code will get deleted in the terrain.con