Discussion: Battlefield 2 Tactical Mod / Battlefield 2 Tactical Mod - Feedback & Suggestions - Operation Phoenix (long) - Originally Posted by Kilrogg
Don't mind the chopper and the f35, they're just there for
Don't mind the chopper and the f35, they're just there for me to mess around with.
And the tanks are suposed to get airdropped...they're also suposed to be USMC, I just wanted to see if I could fit the 16 tanks there while building the area. I don't know if I'm going to be able to get them to airdrop instead of just spawning so they'll probly end up spawning there anyway. That part of the map isn't really suposed to be realistic It's just to have a fun massive tank battle.
And yes Asch that's the airport terminal from SF. It looks crappy in that pic because it doesn't have lightmapping, I'll have to lightmap it in 3DSMAX because EA never released the .samples to do it with the editor. There will also be the parking garage from SF and the big tower from Ghost Town.
How did you transfer the statics from SF to Vanilla? Very awesome looking map again!
Also, how did you get the grass to alternate like that on the "golf" course?
Statics is just a matter of copying the static's folder to your map's objects folder, recreating the path to the static. For example, if you want to take the airport terminal from SF and use it in your map, you would go to: (after unzipping objects_client.zip and all the other stuff)
Then you take the xp1_terminal folder, copy it into a folder called "objects" you create in Levels/Yourlevel. You need to recreate the path like it was, so you would, inside objects, create this path of folders:
staticobjects/xpak_objects/military, then paste your xp1_terminal there.
In the editor, you go to mod manager->editor content, click Add... go to the xp1_terminal folder in your level's directory, add xp1_terminal.con. Then it'll show up in your ressources window under a new folder below "objects", called staticobjects.
To see the static in-game, you need to put in your init.con at the bottom, this line:
run objects/staticobjects/xpak_objects/military/xp1_terminal/xp1_terminal.con
Every time you save in the editor, it's going to delete that line, so you need to manually add it every time you change your map to see your object in-game. It's the same process for all staticobjects.
Now for textures. Some SF objects use vanilla textures and youll be fine but some have custom textures. Once everything above is done, launch your map in windowed mode (+fullscreen 0 in your shortcut), it'll crash if your custom static is missing a texture and in the error window it'll tell you what texture is missing. Then it's just a matter of doing the exact same thing I posted above but for the texture. Find what folder it's in (it'll tell you in the error popup), copy to your objects folder using the same folder structure and try again. You don't need to add a "run" command to the init.con for textures. Keep loading the map and crashing and adding the missing textures until your map finally loads and then you're gtg. Once you're done with the map, include the objects folder in your clients.zip.
You can take any objects you possibly want but I'd be careful about taking booster objects...nobody cares about SF anymore but some people might see using AF/EF objects in non-booster maps as stealing.
For the golf course texture I just created a custom color texture, 512x512 saved in .dds ARGB 8:8:8:8 format with no mipmaps. Put it in mods/bf2/Terrain/textures/color, imported it using the blue + sign in the color texture browser in the editor.
Started on the city. This is going to be a large plaza in the center of the map. I wont have any spawn points, youll have to reinforce it from other flags surrounding the plaza. This is very WIP so theres only crappy lighting and lots of cover missing and basically no detail. The plaza is going to be all about lots of low cover and squads assaulting it by moving from wall to wall. The CP radius is delimited by the sandbags. Only the first level of the tower will be accessible and there are no windows on that level. There is one entry point per side of the plaza so 4 (or 6-7 if you count the front entrance and stairs). I will make sure there are no points higher than the plaza that have line of sight on it so people dont get sniped in the back
The other areas of the map will be similar to karkand and mashtuur but in a more linear, "run to cover, shoot, run to cover, etc" type of battle where smoke will actually be required to cross the open areas. There will be lots of small concealed spaces for squads to establish a temporary fortification while they resupply or respawn. There will also be the parking garage from SF which should be a ton of fun to fight over.
in a while cause i cant make up my mind on how i want the layout. Turns out I don't enjoy making Urban maps as much because you're restricted to using existing buildings and objects where in "natural" maps you can craft the terrain in any way you want.
Not yet no. Turns out the plaza idea doesn't work because it just doesn't look natural when combined with the rest of the city and while it might have been fun to fight in, I didn't like where it was going. So I basically deleted all of it and started over again and this time it's much more "natural".
So as I said I scrapped the plaza idea and instead put the parking garage there. These are the only pics I wanna show right now because the rest looks like ass . I have the whole design done in my head but still need to do it in the editor. I'm going for 5 CPs with roughly 250-300 meters between each CP. There is the parking garage, there's going to be a huge park (see pics, but there's going to be a lot more terrain variation/trees/cover etc), a "slums" area with tight alleys for CQB, a "suburbs" kind of residential area and the last I'm not sure yet, maybe some warehouse to fight inside or something. I don't wanna have too much CQB because with TacMod damage it's like playing instagib quake if you fight too close. The street circling the Parking Garage (which is the only tank spawn in the city) is pretty wide and won't have much cover. You'll always be able to navigate everywhere under cover but the fastest way to get to it is to cross the street but it's also very dangerous. Smoke will need to be used a lot.
Going to try to have a playable (but probably ugly) build done in the next 2 weeks so I can get at least 1 real playtest in before polishing it and having it ready for the 2nd mappack.
I love the last picture there. I never thought of using the docks like that but it looks awesome in the dry environment too. And I agree with Duke that your maps with the AF elements look alot fresher. Using AF statics may just inspire me to do another map before the end of the year.
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