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Re: [Map] Fox Trap [WIP]

Posted: 2009-03-15 22:44
by Agent Parker
easily fixable

copy exisitng water settings from a water.con file of an existing map into your map..

just pic some water you like.. copy and paste values..

bingo..
I copied the con from falluja. It is a very transparent water in that map. however in my map it is still a solid color. Does it look always solid in editor or is the envmaps required?

Re: [Map] Fox Trap [WIP]

Posted: 2009-03-15 22:50
by 9cookie_monster
envmaps helped my water alot.. so i would say yes

Re: [Map] Fox Trap [WIP]

Posted: 2009-03-15 22:53
by Agent Parker
Damn. Silly editor. I want realtime everything. I am so used to Crysis Mapping.

Re: [Map] Fox Trap [WIP]

Posted: 2009-03-15 22:57
by Agent Parker
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Placed the statics for substation. The silly brown mess in the background is going to be swamp at some time.
Does this game have a limit for static objects?

Re: [Map] Fox Trap [WIP]

Posted: 2009-03-16 01:22
by Agent Parker
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Re: [Map] Fox Trap [WIP]

Posted: 2009-03-16 02:56
by Wilkinson
Hes a Natural!

Re: [Map] Fox Trap [WIP]

Posted: 2009-03-16 02:59
by Agent Parker
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Re: [Map] Fox Trap [WIP]

Posted: 2009-03-16 03:42
by Tannhauser
I'd love to see the germans on this map for some reason .. This will be excellent for tanks AND infantry at the same time.
nice progress so far man, very promising!

Re: [Map] Fox Trap [WIP]

Posted: 2009-03-16 04:04
by Agent Parker
Germany would fit the look. However I have no clue when they will be added into PR. So I am currently planning for USA vs Militia (or even Taliban) depending if I can convince some people that they would fit into this map.

My plan for assets currently is having 1-2 Tanks and NO APCs. There will still be the usual trucks etc. And 1 Helicopter for the USA. I want to keep the amount of heavy vehicles very low, because having too many vehicles will make it a vehicle-map and that will decrease the maps popularity.

Re: [Map] Fox Trap [WIP]

Posted: 2009-03-16 04:15
by SFOD_F HaXXeD
I am SOOOO looking forward to this map, keep on keepin on man. Would love to see this in .9

Re: [New map/Terrain] [WIP] Fox Trap

Posted: 2009-03-16 05:12
by Nimble
Looking really good, love the hedgerows and the rolling fields.




Also.
Jonny wrote:That looks nothing like any countryside I've ever seen. Far too much is forested IMO.
Huh? Seriously never seen anything that forested? There are many places in the world where there's nothing but trees for hundreds of KM :-P . Or am I misunderstanding what you've said?

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Re: [Map] Fox Trap [WIP]

Posted: 2009-03-17 11:37
by Agent Parker
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Screenshot of the OPFOR base.
Basically it is a fuel depot with bunker dug in below ground level. Any approaching player will only see the fuel tanks and hesco towers sticking out.

Re: [Map] Fox Trap [WIP]

Posted: 2009-03-17 12:03
by IronTaxi
looks solid to me.. I might build up the hescos on the inside in a way that there is no terrain inside the walls...but thats just me.. :)

Its a nice size base.

some pipes lead out of the base or a loading/unloading station for oil tankers might make sense as well..function

Re: [Map] Fox Trap [WIP]

Posted: 2009-03-17 12:27
by Agent Parker
looks solid to me.. I might build up the hescos on the inside in a way that there is no terrain inside the walls...but thats just me..
Oh, did not think of that. great idea. btw what static objects did you use for the large buildings in Mestia? I am really looking for some large generic concrete blocks to stack up.
some pipes lead out of the base or a loading/unloading station for oil tankers might make sense as well..function
Yeah, I plan to add a pipeline leading out of the base, and which can be used by sneaky players to get into.

Re: [Map] Fox Trap [WIP]

Posted: 2009-03-17 13:20
by Agent Parker
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Screenshot of the Train Depot
I sunk the containercrane a bit into the floor to make it appear installed into the ground. Does the engine cause problems if I have staticobjects stick out of the primary terrain?




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I found these cool statics.

1. Are they usable? As in do they have collisions and not any issues? Because I would like to use them in the map, and if I do this they will require large modifications to the terrain. So I would like beforehand if they are allowed to use.
2. I ran lightmaps on them to check if they can be lightmapped. Is it normal that they appear this black?
Also, about OPFOR base, I don't know for the pipes between the fuel tanks, looks strange, but for the fuel tanks themselves, they should have walls to contain the fuel (like a pool) if one of the fuel tanks were pierced.
http://www.rail.lu/im/i/g/shelltank.jpg can't find better picture. I know it's often made of soil, kind of an embankments.

and also fence with barbed wire around the fuel tanks...
Yeah I am experimenting with adding logic to the tanks (I.e. have them lead the liquids somewhere with pipelelines. I used some artistic licence on the connections. So if they may be to unfitting in the end I am going to remove that.
The barb wire is not really necessary because the outer walls of the complex have hesco with barbwires on them.
I don't know if you saw on the topic "JGSDF forces", but I can give some European statics who may help you and your map?! Just take a look
Sure I'll take a look. Where may I find the topic?

Re: [Map] Fox Trap [WIP]

Posted: 2009-03-17 13:54
by IronTaxi
You can sink anything into theground its no problem at all.. :)

as for the drainage canal, those statics are done and lightmappable...the darkness is just because you havent set you light settings up yet..

feel free to use them... I made them for an as yet unfinsihed map..

as for the mestia buildings...

I actually used a bridge base for the walls.. look for it in possibly the roads folder...it is the support block one of the bridges. there are some other good blocks I made as well.. uhm... cant remember their names but they actually fit perfectly on top of the drainage canal statics as a sort of cover..

keep up the good mapping..

Re: [Map] Fox Trap [WIP]

Posted: 2009-03-17 13:58
by Hans Martin Slayer
there are some other good blocks I made as well.. uhm... cant remember their names but they actually fit perfectly on top of the drainage canal statics as a sort of cover..
those are located here:
/objects/staticobjects/pr/militia/sewer/topblock_v1/topblock_v1.con ... topblock_broke1 etc..

Re: [Map] Fox Trap [WIP]

Posted: 2009-03-17 14:04
by IronTaxi
[R-DEV]Hans Martin Slayer wrote:those are located here:
thanks... good to have some assistance as my gray matter gets old and dried up

Re: [Map] Fox Trap [WIP]

Posted: 2009-03-17 14:13
by Agent Parker
You can sink anything into theground its no problem at all..
Oh I was asking somehing different. Guess my question was badly formulated. Does it cause problems if I have for example traintracks sticking out of the map, into secondary terrains?

as for the drainage canal, those statics are done and lightmappable...the darkness is just because you havent set you light settings up yet..

feel free to use them... I made them for an as yet unfinsihed map..

as for the mestia buildings...

I actually used a bridge base for the walls.. look for it in possibly the roads folder...it is the support block one of the bridges. there are some other good blocks I made as well.. uhm... cant remember their names but they actually fit perfectly on top of the drainage canal statics as a sort of cover..
Wewt! Great! I was planning to use, instead of my swamps, a long canal that cuts through the map. Thanks for the advice.

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+50 Points
Now you can upgrade to STEEL Taxi.