[Map] Operation Bright Star (4km) [WIP]

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

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rudd »

https://www.realitymod.com/forum/f189-m ... video.html

^ this is the most reliable method for statics that come in mutiple parts :)

just select part 1, stamp, select part 2, align :)
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

'[R-DEV wrote:Rudd;1647890']https://www.realitymod.com/forum/f189-m ... video.html

^ this is the most reliable method for statics that come in mutiple parts :)

just select part 1, stamp, select part 2, align :)
That's actually how I did set them up, So silly my, I went back to double check and they weren't there, I'm not sure if I forgot to save them before a crash or it didn't save "objects" who knows.

Strange problem I get the line Texture not found: levels/operation bright star/colormaps/tx_s2

"tx_s2" doesn't exist in my back up either but I had no problem loading it before.

I do know its surrounding terrain and I believe all I do to fix it is copy 1 and rename it 0-6 but I don't get why It would just now just start crashing on me.
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AfSoccer "I just don't see the natural talent."
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Amok@ndy
Retired PR Developer
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Joined: 2008-11-27 22:13

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Amok@ndy »

maybe you havent activated the terrain patch before
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

Updated first post with more complete assets list for game modes. Added a couple ingame shots. I am nearing completion with this. I still have to finish adding ambient lights/sounds. The area along the West side of the airfield needs to be completed still along with the area around the "Russian barracks". Id say completion % is around 80%

Static objects are currently floating around 6500, I hope to not for over 8000 so it would make 128 player possible without to much of a problem.

EDIT: Also Camp Rhino only exists in the STANDARD layout, as marine support, standard is following the more true to life assets used.
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AfSoccer "I just don't see the natural talent."
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Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rhino »

gx wrote:Camp Rhino
Ohhh a camp named after me, I'm honored :p
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Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: [Map] Kandahar Airfield (2km) [WIP]

Post by Navo »

'[R-DEV wrote:Rhino;1637176']This map kinda reminds me of Airport, which use to be a PR map a long time ago too :p
x-07.de Battlefield 2 Maps - AIRPORT

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We also had a para drop on the first flag for the Brits :p
First PR map I ever played. :D
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Operation Bright Star (4km) [WIP]

Post by lucky.BOY »

@gx
You must think about how big advantage will thermals be in such a darkness. A single TOW humvee, combined with TOW emplacements, will be a real threat to OpFor vehicles. An LAV covered by a TOW would just spit death. Adding an apache to the mix would be just crazy.

On a side note, you were talking about Marine support, but to my knowledge, marines don't use any ah-64s, do they?

-lucky
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

lucky.BOY wrote:@gx
You must think about how big advantage will thermals be in such a darkness. A single TOW humvee, combined with TOW emplacements, will be a real threat to OpFor vehicles. An LAV covered by a TOW would just spit death. Adding an apache to the mix would be just crazy.

On a side note, you were talking about Marine support, but to my knowledge, marines don't use any ah-64s, do they?

-lucky
No they Don't. The operation itself had an airborne operation, 1 Apache for support, plus a marine ground unit. I figured the best place to put the Apache would be at the Camp, as it's really the only place it can launch from.

As for the the balance, I thought I would be safe with it, as Tow emplacements are not very good on an offensive, if the commander of the Taliban is smart, he will let the enemy come to him, seeing as they have to. For thermals there are plenty of places for the Taliban to hide and 2 big areas that have AAA. Not to mention with the 2 lavs and Apache having no respawns, the Taliban can get the upper hand.

Also there is AAS ALT, which give the Taliban the upper hand.
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AfSoccer "I just don't see the natural talent."
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

Quick question with a bug, when I get a kit from a crate it comes up invisible (unless it is a weapon already shown. EX it will show the m4 with CCO but not the AT4). I thought it may have been a problem with the team I am using (us para) or the .init, but couldn't find anything in any existing relating to crates.

Code: Select all

rem [ObjectSpawnerTemplate: Camp_Rhino_crate]
ObjectTemplate.create ObjectSpawner Camp_Rhino_crate
ObjectTemplate.activeSafe ObjectSpawner Camp_Rhino_crate
ObjectTemplate.modifiedByUser "jeff"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 fixed_supply_crate_us
ObjectTemplate.teamOnVehicle 1
This is what I have for the crate spawner.

Edit. Maybe have fixed it, looking into para_supply_crate nvm didn't fix it.
Last edited by Rabbit on 2011-08-23 05:52, edited 2 times in total.
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AfSoccer "I just don't see the natural talent."
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

Problem still has yet to be resolved. Anyone have any idea on a solution?

Also, does this seem to large for skirmish?
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AfSoccer "I just don't see the natural talent."
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AFsoccer
Retired PR Developer
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Joined: 2007-09-04 07:32

Re: [Map] Operation Bright Star (4km) [WIP]

Post by AFsoccer »

Check to see if your terrain is at zero (0) elevation anywhere on the map. If it is, it needs to be raised, even if only by 0.01m.
Last edited by AFsoccer on 2011-08-24 20:44, edited 1 time in total.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Operation Bright Star (4km) [WIP]

Post by sylent/shooter »

dude I swear is that what you've been posting the last few days?? like every post I see you say that xD anyways yes try that and you could also try another team to test it out :)

Killing the enemy sylently
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

[R-DEV]AFsoccer wrote:Check to see if your terrain is at zero (0) elevation anywhere on the map. If it is, it needs to be raised, even if only by 0.01m.
Thanks for the quick reply AF. I'm not to familiar with how to check for that (I'm assuming open the hightmap files in photoshop, which I don't have). But from what I could tell by placing a small static in the editor at the lowest point is it is at around 16.
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AfSoccer "I just don't see the natural talent."
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AFsoccer
Retired PR Developer
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Re: [Map] Operation Bright Star (4km) [WIP]

Post by AFsoccer »

gx: The quickest way in editor is to bring your water level up to 1m and see if water shows. You can confirm height (once again, in editor) by using the platform tool and right clicking on a spot. The tool will show you the height at that point.

sylent/shooter: I reply to lots of map questions, but yeah if another kit disappearing question was brought up then that's one thing to look for.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

[R-DEV]AFsoccer wrote:gx: The quickest way in editor is to bring your water level up to 1m and see if water shows. You can confirm height (once again, in editor) by using the platform tool and right clicking on a spot. The tool will show you the height at that point.

sylent/shooter: I reply to lots of map questions, but yeah if another kit disappearing question was brought up then that's one thing to look for.
Yeah, no terrain is at 0 or below that.
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AfSoccer "I just don't see the natural talent."
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Reddeath
Posts: 308
Joined: 2010-03-02 01:39

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Reddeath »

gx wrote: Also, does this seem to large for skirmish?
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I am assuming "Village" is one end and "Village_South" is the opposite end. Considering that map is 4km, that would be an almost 2km skirmish map. Most, if not all, Skirmish Maps have smaller than 1km play space, maybe even smaller than 0.5km.

Yes.
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Ingame: # SuperBagel
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

Reddeath wrote:I am assuming "Village" is one end and "Village_South" is the opposite end. Considering that map is 4km, that would be an almost 2km skirmish map. Most, if not all, Skirmish Maps have smaller than 1km play space, maybe even smaller than 0.5km.

Yes.
Good point, my back up idea was based more on "classic" games like a really small king of the hill.

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AfSoccer "I just don't see the natural talent."
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Tte.oteo
Posts: 302
Joined: 2008-03-11 12:19

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Tte.oteo »

good lights in the screenshots updated... i keep watching this WIP, i really like!
[img]http://prteamwork.com/Amok@ndy/userbars/player-userbar.png[/img]
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

Video of the skirmish layout.

Battlefield 2 - Xfire Video
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AfSoccer "I just don't see the natural talent."
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Reddeath
Posts: 308
Joined: 2010-03-02 01:39

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Reddeath »

Looks very nice, is there more than 1 light though? Possible to make multiple colors and such? like for lack of better description, the more warm looking orange light. cause just strolling down a street at night peoples houses radiate different colors.
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Ingame: # SuperBagel
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