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Discussion: Battlefield 2 / Battlefield 2 - Map & Mod Development - My current work - city maps would be cool, but if you want to make them halfway decent you
  1. #16

    wushuhero's Avatar

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    Re: My current work

    city maps would be cool, but if you want to make them halfway decent you would have to model your own buildings
    the current buildings, well, suck, especially if your trying to create a modern city type map
    "The Taoist sage has no ambitions, therefore he can never fail. He who never fails always succeeds. And he who always succeeds is all- powerful." -- Lao Tzu

    ingame name: Zuiquan1

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  3. #17

    Preston85's Avatar

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    Re: My current work

    Quote Originally Posted by Kilrogg
    I'm going to be trying my mad skillz at a map as well since I have a lot of free time lately. I'm thinking more of a city setting at first and it will also have no air or armor except maybe 1 tank per team, and no artillery (you can do that right?). I've never worked with the BF2 editor so it'll probly take a while
    Simply don't place arty on the map = no arty.

    The editor isn't that bad, you will need pleanty of RAM and proccessor speed, I only have 2.1GHZ and 1G RAM and my pc is at a crawl with about 60% of the map done. Theres pleanty of tutorials and help fourms that have every problem that you are likely to face. Feel free to ask me anything, i'll try my best to help.

    I am considering having no commander assets except 1 arty placement, a mini TG mod. There are good view lines so spotting and reporting movements won't be hard.

    I've added a lot of landscaping to the centre of the map, it looks great but I think I might of made it a bit hard to assault. Will need testing.

    For the person asking for more foliage i've added many more forests, it should make a snipers life a bit harder. Going to raise some hills so you can use them for cover againts snipers but you will still get sniped unless working as a squad with smoke.

    There are lots of city maps comming out, Karkand 2 ect ect. I'm trying for something more unique, its a bit more risky, it would be more selective and smaller audience but then it could be used all over if there is nothing like it.

    p.s. My next map will be set in a city like Amsterdam, I think you can guess what there will be a lot of there. Again infantry based but with maybe 1 APC per team and 1 non-blackhawk chopper (no attack choppers either). Anyway, have to finish this one first, expect it as a christmas present to TG :-D

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  5. #18

    Kilrogg's Avatar

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    Re: My current work

    btw how do I make bridges? I looked at every object in the editor (took me like 3 hours ) and couldnt find a bridge or anything similar.

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  7. #19

    Kilrogg's Avatar

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    Re: My current work

    wow nm i missed a whole bunch of objects

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  9. #20

    Preston85's Avatar

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    Re: My current work

    Lol yeah objects can be hard to find.

    Open another map you know you have seen the object, look at the name, sometimes it will give the folder away like small_mec_house_1 (that isn't a actual object, just an example). You will learn where stuff is eventually, only took me a couple of weeks lol.

    I'd recommend getting your terrain as perfect as you can. Once I added objects my pc started to slow down really bad.

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  11. #21

    Kilrogg's Avatar

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    Re: My current work

    it wont let me load the retail maps, it says "mods/bf2/levels/<level>/init.con not found.

    I'm looking for the mosque model from Mashtuur...I found every single thing in the game except that, any idea where it is?

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  13. #22

    Preston85's Avatar

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    Re: My current work

    To open the retail maps, go to ...\BF2\mods\bf2\Levels

    Open the folder of the map you want, and unzip the files into the same folder. Then you can open the map in the editor.

    Try, staticobjects -> middle-east
    will be under unique or city buildings, can't remember off the top of my head

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  15. #23

    Turbo's Avatar

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    Re: My current work

    Quote Originally Posted by Preston85
    Try, staticobjects -> middle-east
    will be under unique or city buildings, can't remember off the top of my head
    It should be under unique.

    Make sure you spend a lot of time on the terrain, that is what makes the map good.

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  17. #24

    Kilrogg's Avatar

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    Re: My current work

    im making a city map, its not going to have many terrain features going to have some background obviously but the combat area itself will be flat other than bridges/buildings

    and yeah thx i found it...another complete dir i missed, the ressources window sucks =/ gets confusing as hell

    another quick question. I'm making part of a highway, so far im just copy/pasting the highway_segment_low object, it's a short part of the highway, and i just align it using x/z coords then i move it to "connect" it manually to the other parts. Is there an easier way to align objects? I mean it's really not that hard to use the coordinates but after a while it might get annoying

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  19. #25

    Preston85's Avatar

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    Re: My current work

    If you select all the pieces you want to align, there is a button on the right called..... *searching my brain* Stamp.

    This tells the editor you want those objects put together, then hit Align.

    Beta editor so it works sometimes, other times you get them stacked, but it helps get at least one or two axis right.

    Can a admin create a new topic and move the help stuff there? Its a bit off topic here (not that I mind, i'm just a organizing freak)

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  21. #26

    Preston85's Avatar

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    Re: My current work

    Expect an update in the next few days as nearly all the bases and terrain has been created. I'm planning on using fraps to show the map clearly instead of lots of screenshots.

    Once the last base is created and i've polished it a bit I will post the update.

    Things to do until finished:
    Create flags, spawns and jeep spawns
    Add lightmaps
    Add surrounding terrain
    Add out of bounds
    Create overhead map image

    I will again request a suitable channel on TS to be created to use while mapping, atm i'm using the Tactical Mod channel as it is the closest channel to a Mod/Map Development channel.

    While here is there any chance later on of my map being put on the server for testing? Since im designing it with TG play in mind feedback from TG players is needed, and where else to get them to test the map than TG? Also due to the amount of trees I need to find out if I have to scale back the forests if it performs badly for low end systems (mine is about average and its doing fine)

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  23. #27

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    Re: My current work

    Managed to get some time to finish this since changing my graphics drivers back (lower performance but doesn't crash now!)

    I only have left to do:

    rename flags
    lightmap
    create overhead map

    EDIT: Forgot, I have to modify the map for 16 and 32 player versions.

    then it shall be ready for release
    Last edited by Preston85; 12-04-2005 at 02:31 PM.

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  25. #28

    wushuhero's Avatar

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    Re: My current work

    how exciting
    "The Taoist sage has no ambitions, therefore he can never fail. He who never fails always succeeds. And he who always succeeds is all- powerful." -- Lao Tzu

    ingame name: Zuiquan1

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  27. #29

    Preston85's Avatar

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    Re: My current work

    Generating lightmaps as I speak... only 120mins to go.....

    Then a bit of photoshopping for the maps and I'm done!

    I just hope this lighting works alright......

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  29. #30

    Preston85's Avatar

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    Re: My current work

    PC crashed! GRRRRRR

    Seems to get stuck at Patch 6.... an unexpected delay. Time for some forum searching...
    Last edited by Preston85; 12-05-2005 at 03:09 AM.

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