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Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-12 17:44
by Dankicity
SashaSK8 wrote:for 4km map you need add this line terrainCuller.setUseStitchedLods 0 in the terrain.con before endIf in the end
endIf[/code]
Amok@ndy wrote:better use a tmp.con
Works like a champ. Thanks.
Grabbed a couple screens at lunch but got a BSOD. Something about having bf2E, PR and PS running at same time on 32bit-XP Home with a C: partition having only 1gb free. Not the brightest of ideas. Should just do a Fraps anyway I guess.
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-12 18:59
by Amok@ndy
its never a good idea to run Bf2Editor.exe and Bf2.exe at the same time
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-15 01:00
by Dankicity
Updated
first post with progress on the map.
Minimap: Still doesn't have the trees correct or a full lightmap but ...yeah.. there it is.
Video: Meh, could be
a little better and notice ...
no roads! ... WTF you say? Right there with you. Updated to 9.1 and forgot to pull my road files back into the version I migrated. Sahhweeeet
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-15 01:42
by AFsoccer
My first question was "why so many pine trees on a tropical island?" but after doing some research I discovered that Wake Island
does have pine trees.
Here's a photo from the Air Force website about searching for remains of WWII pilots:
You might want to use the small pine trees though and add lots of tropical trees and low vegetation, like in the photo above. I think there is a pine tree variant in the vegetation folder that might work better... because the needles are light colored and longer (like in the photo).
Hope that helps.

Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-15 05:26
by Amok@ndy
i really like the minimap

nice mixture of satimage and minimap
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-15 12:16
by The_MDexs
wow nice movie
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-15 12:34
by AfterDune
Looks very nice

.
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-15 19:41
by Dankicity
TY, TY.
AFsoccer wrote:My first question was "why so many pine trees on a tropical island?" but after doing some research I discovered that Wake Island does have pine trees.
...
Yep, I started with palms and tropic shrubs but learned that Wake, along with many other islandss, were reseeded after WWII (obviously non natives were in the mix). Agreed though, my current version needs some
slight tweaking. Which is up next after I fix some terrain LOD issues.
McGrath Images - Locations - Wake Island
mixing with
McGrath Images - Locations - Wake Island
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-16 22:23
by sniperrocks
Looks great! and so realistic too!
I can't wait to play it!
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-18 23:55
by Dankicity
Looking for a couple answers.
1st is another terrain draw glitch that only happens around FOBs
2nd is about the terrain scale and vehicle damage. All vehicles get hurt on tiny bumps. I notice all the maps are different in that my terrain.con says:
terrain.primaryWorldScale 4/0.00250244/4
terrain.secondaryWorldScale 16/0.640625/16
where theirs are rounded (0.0025 & 0.64). I've tried to change it but it must be set somewhere outside of terrain.con (tmp.con) and heightData.con because everything goes floating about (or I screwed myself by not having it correct off the bat)
Progress: Pretty close to final with over/under growth as well as all but one terrain LOD issue. Going to try and put the roads down again and go for an audit.
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-19 00:02
by Rudd
about the 2nd one, have you assigned materials to each of your detail textures? so on your sand texture you have assigned the material 'sand' so that the correct sound etc plays when you walk on it. IIRC if you don't have that sorted vehicles don't understand what they are driving over and very easily take damge.
the first one...I dunno, could be low detail terrain lightmaps? I like the look of the map though mate, looks like a real step up

Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-19 02:39
by Dankicity
[R-CON]Rudd wrote:about the 2nd one, have you assigned materials to each of your detail textures? so on your sand texture you have assigned the material 'sand' so that the correct sound etc plays when you walk on it. IIRC if you don't have that sorted vehicles don't understand what they are driving over and very easily take damge.
...
ahh, sounds... I did forget to set those again. Thanks!
[edit] ... for reminding me but they're still getting damaged. Has all the detail textures set and sounds now.
[edit2] Somewhere I ended up changing my toptiling to 64 on the dirt texture.
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-19 07:17
by Amok@ndy
/facepalm postet in the wrong tab ...
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-24 09:25
by RedAlertSF
I've been thinking that PR definitely needs map of Midway or Wake and I've never seen this topic. This is just amazing job!
I love the 2/3 scale and very long runway, I believe maps should be as close to 1:1 scale as possible. This looks great and I'm sure it will play well too! I hope it gets to the mod.
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-27 17:59
by Dankicity
thx red, if it doesn't make it i'll have to embed and IED into this thread.
Roads are almost all back down but failed again at maintaining a backup... didn't see the corrupt height raw. luckily I had the alpha 2 channel saved with the minimap so only lost the blending (...only)
Should have an updated minimap on first post in a minute.
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-27 21:42
by AFsoccer
The new mini-map is looking stellar!
Btw, does the editor automatically make the terrain/water color changes due to the depth of water or did you have to do that by hand? It looks just like the sat photos.

Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-28 02:53
by Dankicity
AFsoccer wrote:Btw, does the editor automatically make the terrain/water color change ... ?
Nope that was by hand. If the editor does do it I don't know how. Just made the water a bright pink when I did the minimap to ease "keying" it out and overlaid that onto the height data... multiplied a blue layer, screened a green layer(reef). Took maybe 5 minutes.... needs another 5
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-28 05:07
by Chuc
Stellar effort there

Looks terrific
Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-28 13:06
by Snazz
Dankicity > DICE Mappers

Re: [Map] Wake Island (4km) [WIP]
Posted: 2010-04-28 15:03
by iwillkillyouhun
i'm sorry but we are gone put wake again in the game ? or it just a map for fun , practice to be a mapper ?