[Map] Operation Forgotten Homeland (4km) [WIP]
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [MAP]Operation forgotten homeland 4x4[WIP]
sorry mate, thats alot of large PNGs, so I took the image tags away to save people's download bandwidth
I'm looking through the screenies now and it looks very nice mate
lookslike your undergrowth can use some work, its very bright and rendering at long range, you'll need to dial that back a bit and perhaps choose a more suitable texture as its very bright right now.
your water looks a little bit purple too, did you envmap it with a different sky texture?
theres some zfighting between water and land where the groudn has a very shallow slope, you can make that a bit steeper I think to help combat it.
piles of containers, remember there needs to be some kind of mechanism for placing/removing those containers, a crane etc, I'd remove teh large stacks myself, they are better suited to a dockland.
there should be some end runway road statics for you to add to the end of your runway with differnet markings
I'm looking through the screenies now and it looks very nice mate
lookslike your undergrowth can use some work, its very bright and rendering at long range, you'll need to dial that back a bit and perhaps choose a more suitable texture as its very bright right now.
your water looks a little bit purple too, did you envmap it with a different sky texture?
theres some zfighting between water and land where the groudn has a very shallow slope, you can make that a bit steeper I think to help combat it.
piles of containers, remember there needs to be some kind of mechanism for placing/removing those containers, a crane etc, I'd remove teh large stacks myself, they are better suited to a dockland.
there should be some end runway road statics for you to add to the end of your runway with differnet markings
Last edited by Rudd on 2011-03-31 14:25, edited 1 time in total.
-
Aquiller
- Posts: 884
- Joined: 2008-03-25 09:43
Re: [MAP]Operation forgotten homeland 4x4[WIP]
Sadly, not gonna happen.Grober wrote:Factions : Rus vs Pol
Looks interesing Grober, can't say much without a minimap or at least a drawn flag layout.
-
lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Map] Operation Forgotten Homeland (4km) [WIP]
It seems from the screens that you put the main in the corner of the map about 10 metres away from edges. It is not good from various reasons, including mumble disonnects.
-lucky
-lucky
-
dunem666
- Posts: 559
- Joined: 2009-06-02 13:04
Re: [Map] Operation Forgotten Homeland (4km) [WIP]
http://img197.imageshack.us/img197/8601/beztytuu10n.png
/\/\
i have to ask..... but is this ripped from vanilla's road to jalalabad? If your unsure with what I mean, open jalalabad in the editor. Its pretty identical on the dome of death
nice lookin map tho
/\/\
i have to ask..... but is this ripped from vanilla's road to jalalabad? If your unsure with what I mean, open jalalabad in the editor. Its pretty identical on the dome of death
nice lookin map tho
dunem






-
LaZNag
- Posts: 4
- Joined: 2010-12-21 15:22
Re: [Map] Operation Forgotten Homeland (4km) [WIP]
very nice map !!
looking forward to play it
looking forward to play it
-
VapoMan
- Retired PR Developer
- Posts: 1139
- Joined: 2009-05-29 07:11
Re: [Map] Operation Forgotten Homeland (4km) [WIP]
Its because you've missed out this:
So it should look like:
Code: Select all
ObjectTemplate.team 1Code: Select all
rem [ObjectSpawnerTemplate: cpname_operation_forgotten_homeland_aas64_russian_ main_trans]
ObjectTemplate.create ObjectSpawner cpname_operation_forgotten_homeland_aas64_russian_ main_trans
ObjectTemplate.activeSafe ObjectSpawner cpname_operation_forgotten_homeland_aas64_russian_ main_trans
ObjectTemplate.modifiedByUser "Grober"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ru_the_mi8
ObjectTemplate.minSpawnDelay 600
ObjectTemplate.maxSpawnDelay 600
ObjectTemplate.TimeToLive 12000
ObjectTemplate.Distance 100
[color=Red]ObjectTemplate.team 1[/color]
ObjectTemplate.teamOnVehicle 1
"Eight glorious sides and eight stunning angles!"
-
Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Operation Forgotten Homeland (4km) [WIP]
maybe you spawn as Team2 and try to enter a Team1 vehicle

-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Operation Forgotten Homeland (4km) [WIP]
remove this for testing, its set as team 0 I think, neutral therefore you cant use itObjectTemplate.teamOnVehicle 1
for your final GPO, do as Andy says
-
Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
-
Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Operation Forgotten Homeland (4km) [WIP]
your init is complelty outdated
or is your pr_edit v0.85 ?
or is your pr_edit v0.85 ?

-
Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Operation Forgotten Homeland (4km) [WIP]
Delete
Replace
with
Code: Select all
run ../../objects/common/spawners/spawners_common.con
run ../../objects/common/spawners/spawners_us.con
run ../../objects/common/spawners/spawners_ger.conCode: Select all
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------
gameLogic.setTeamName 1 "RU"
gameLogic.setTeamName 2 "GER"
gameLogic.setTeamLanguage 1 "RU"
gameLogic.setTeamLanguage 2 "German"
gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_ru"
gameLogic.setTeamFlag 2 "flag_ger"
gameLogic.setKit 1 0 "ru_officer" "pr_ru_soldier4"
gameLogic.setKit 2 0 "ger_officer" "pr_ger_soldier5"
gameLogic.setKit 1 1 "ru_officer_alt" "pr_ru_soldier1"
gameLogic.setKit 2 1 "ger_officer_alt" "pr_ger_soldier4"
gameLogic.setKit 1 2 "ru_rifleman" "pr_ru_soldier3"
gameLogic.setKit 2 2 "ger_rifleman" "pr_ger_soldier2"
gameLogic.setKit 1 3 "ru_rifleman_alt" "pr_ru_soldier2"
gameLogic.setKit 2 3 "ger_rifleman_alt" "pr_ger_soldier1"
gameLogic.setKit 1 4 "ru_specialist" "pr_ru_soldier1"
gameLogic.setKit 2 4 "ger_specialist" "pr_ger_soldier1"
gameLogic.setKit 1 5 "ru_medic" "pr_ru_soldier2"
gameLogic.setKit 2 5 "ger_medic" "pr_ger_soldier3"
gameLogic.setKit 1 6 "ru_support" "pr_ru_soldier3"
gameLogic.setKit 2 6 "ger_support" "pr_ger_soldier6"
rem -----------------------------------------------------------------------------Code: Select all
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------
run ../../Factions/faction_init.con 1 "ru"
run ../../Factions/faction_init.con 2 "ger"
rem -----------------------------------------------------------------------------
-
pfhatoa
- Posts: 917
- Joined: 2009-08-27 19:26

