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[Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-21 21:27
by CTRifle
Hey guys, so after getting my map started I decided that I guess I could post the map im working on for the minimod Falklands. As we got into a discussion about it on the forums, I found out that there was a very small conflict just south-east of the main island which lasted about 12 minutes

so, even though we can last alot longer I started making it.
Anyways, it is called Operation Paraquet off of the operation by GB to retake the island
Operation Paraquet - Wikipedia, the free encyclopedia
Alright, Ive changed the map 100% and now its pretty much new.
minimap
PS: Ignore the lightmapping on there didnt fix it yet
GB will arrive on boats to the port and assault it. There is apoint just north of the village, and alot of shore for the boats to arrive at the island.
Heres some screenies
Shouldve raised my graphics first before testing it but I forgot. Still a wip bit Ive got the layout pretty much done, Ill be adding more buildings buy any more ideas would help ALOT and I still need to make caps or something for gameplay which still thinking of, again help planning would be appreciated!
Comments/questions always welcome!
Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-21 21:46
by sharpie
Nice initiative
Good luck
Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-21 22:18
by rodrigoma
that looks interesting, im looking forward for a beach and cliff assault with boats
Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-21 23:49
by G.Kibler[3|AIU]
Did you use my "Default" Heightmap for small maps?

(Looking Good)
Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-22 01:21
by Rhino
Looking good but you need to remember, this is set in the middle of winter, pretty near the south poll, island should be pretty much totally covered in snow

Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-22 01:31
by CTRifle
PlatypusDude wrote:Did you use my "Default" Heightmap for small maps?

(Looking Good)
I dont see what you mean...
and yea Rhino I agree, atm only the high parts are in snow, I need to find out what looks good as a snow texture. Dont want everything reflecting in white

Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-22 01:40
by Rhino
Snow textures, best to use the ones from the snow map pack, although we really need snow materials will have to do without them right now.
Will send you what I've got in regards to snow textures.
Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-22 20:06
by sylent/shooter
how would one go about making snow materials? Just curious!
Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-23 00:37
by HangMan_
You can use sand as your material. It sounds very similar to crunching snow underfoot. Although when you shoot at it, yellow snow pops up at you

Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-23 01:06
by CTRifle
hmmm Yea, thats the original plan
Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-23 06:44
by LITOralis.nMd
Is it possible to simply desaturate the snow animation frame by frame?
Stark white is still better than the current lemon snowcone color.
Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-28 21:25
by CTRifle
Little Update
Brrr season change!
So, there are 4 places on the island. A main village, 2 Argentina bases, and a small old worn down barn. The GB will have to take it from the carrier using boats.
Some Issues
-LOD prooblem, I can see lods in game I think.
-Tree's and rocks dissapear then reappear as I walk closer
-Roads in editor look fine, in game are cut and moved (prob lightmapping), same problem for some texture I put down like in the fire pic, you can see it moved a little bit
BUT doesnt discourage me, will fix er' up
and of course any feedback is always great!

Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-29 07:12
by Pvt.LHeureux
Some trees are weirdly angled to the sides?
The camo net in the third screen, it needs to be the overgrowth version.
https://www.realitymod.com/forum/f354-c ... -maps.html
Also, that water looks really cold

Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-29 07:55
by Rudd
when doing your OG
make OvergrowthType.normalScale zero and your trees will point straight up
Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-29 12:02
by CTRifle
Rudd wrote:when doing your OG
make OvergrowthType.normalScale zero and your trees will point straight up
It is, but im using 3 different kinds in one material so its doing that. Im going to just make seperate materials for them (or whatever its called)
Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-29 12:26
by =-=kittykiller
no offence mate the minimap looks awesome but the hills man they are ugly
http://www.cheesemans.com/img/antarctic ... loring.jpg
try to think of the mountains and hills as broken faced pyramids not snow cones
Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-29 12:43
by Pvt.LHeureux
It's hard to do that with the BF2 editor
Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-29 15:36
by CTRifle
Hmm yes it is.. Ill see what I can do to make it look better
Re: [Map] Operation Paraquet (2km) [WIP] (PR:F)
Posted: 2012-05-30 07:58
by Rudd
CTRifle wrote:It is, but im using 3 different kinds in one material so its doing that. Im going to just make seperate materials for them (or whatever its called)
dont worry dude, you set the normalscale for each individual OG you use, so if you have trees and bushes in one material, you can set the trees straight and bushes to follow the terrain
CTRifle wrote:Hmm yes it is.. Ill see what I can do to make it look better
Try messing with your tilling settings, they are in the general tab on the tweakbar when you are in the terrain editor with the texture brush enabled