[Map] Operation Forgotten Homeland (4km) [WIP]

Maps created by PR community members.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by Rudd »

the compiled bit is the important one mate,

what that does is take all teh roads, editor colourmaps etc etc and merges them to form new colourmaps.

afaik saving colourmaps by itself only saves teh editor version without merging.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by Rhino »

[R-DEV]Rudd wrote:the compiled bit is the important one mate,

what that does is take all teh roads, editor colourmaps etc etc and merges them to form new colourmaps.

afaik saving colourmaps by itself only saves teh editor version without merging.
Almost correct, there are two Complied settings, one saving "Complied Terrain", which also saves/updates the terrains collision mesh (if this isn't done and the terrain is changed, some times you can see a hole in the terrain but when you walk over it you walk over it on thin air as if the hole wasn't there like the hole in the PLA main on Qwai, think I might have fixed it thou last build can't remember) and the other is "Complied Colour/Detail Maps", which takes the editors colour/detail maps and converts them into the format BF2 uses and puts them in the right folder.

The other stuff is mainly for the Editor although the "Terrain" also must be saved too as both the Editor and Game uses that.
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by Amok@ndy »

check the init.con of some maps like kashan or silent eagle (it should be tmp.con on silent eagle)

there should be a line that says AirDetensityZero 5000 or sth like that
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by Amok@ndy »

so its working ?

this should be the line

Code: Select all

physics.airdensityzeroatheight 5000
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by Amok@ndy »

have you tried windowed mode ?
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by Amok@ndy »

seriously grober get used to the search function and do some tutorials, if you really want to learn mapping you have to do this your own, else we would map for you
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jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by jax »

Its because you did not set the layers as low detail, look on youtube for a t_paint tutorial and you will see what I mean.

Off we fuck.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by Redamare »

i cant say im in love with the map .. there is TOOMUCH WATER between random island and the sunken roads are one way paths prettymuch and leaves any vehicle wide open. there are some random little control points that JUST cant work with PR because of the limited ways to capture them ... because of .. one way roads to Top of hills?? possibly?? i cant see this map taking off in PR maybe something like AIX mod or a mod where people like to screw around .. sorry but good work none the less
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