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2015-01-15, 13:07 | #101 |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,736
Hungary
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re: [Map] Bamyan (4km)[WIP]
Yeah this is what I did, unfortunately every handplaced OG of the same type was also deleted, but not a big problem as I only had about 30 handplaced ones
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2015-01-15, 13:31 | #102 |
Retired PR Developer
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re: [Map] Bamyan (4km)[WIP]
Yeah, that's the downside of that method. Can be a real pain in the ass if you've handplaced a whole lot of them.
No worries, we've all been there man. Backups are soooo nice to have . |
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2015-01-17, 18:32 | #103 | |
Join Date: Jan 2013
Posts: 213
United States of America
Location: Mesa,AZ
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re: [Map] Bamyan (4km)[WIP]
Quote:
Hmm, but maybe you can make an alternate with US vs Taliban or US vs MEC for Coop if possible? I know you can make this work because of Korengal Valley and I would love to have this type of atmoshere! IDK, you can do what you want. It's your map, but if you do that'll be awesome! | |
Last edited by WarEagle751; 2015-01-17 at 19:02..
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2015-01-18, 00:12 | #104 | |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,736
Hungary
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re: [Map] Bamyan (4km)[WIP]
Quote:
Does someone know if it's possible to change the language of a faction? Since Hamas doesn't have a crewman kit I will have to use militia faction, and it would be great if I could get them to speak arabic. | |
2015-01-18, 11:19 | #106 |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,736
Hungary
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re: [Map] Bamyan (4km)[WIP]
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Last edited by [R-DEV]Ason; 2015-01-18 at 12:06..
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2015-01-28, 07:22 | #108 |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,736
Hungary
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re: [Map] Bamyan (4km)[WIP]
Thank rudd.
Are there any tutorials for creating a night map? Looking at Fools Road, it seems like these are the files I need to make: Terrain_night.con Sky_night.con AmbientObjects_night.con Water_night.con (If there is water?) and some small lines to add to the init_night.con and gamemode files to use the init_night.con. My questions at the moment are: 1. How do I create terraindata_night.raw? If I change the lighting will that affect the terraindata.raw? So all I need to do is change lighting to a more "night feeling" and get that new terraindata file and rename it, or is there something else I need to do to make it a "night version" file? 2.Looking at those files at the top it seems like a pretty simple process, does someone know if making a night map requires alot more work and knowledge of more programs outside the editor? I'm not planing on making the map very complex with street lights and stuff. And yeah I couldn't find any tuts so if someone could give me a link I would be very happy Also I'm just curious, does explosions light up the surrounding terrain on night maps? I did some testing with the light settings and this is the results so far: |
2015-01-28, 08:29 | #109 |
Retired PR Developer
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re: [Map] Bamyan (4km)[WIP]
what are you trying to do ? a map like fools road that has a day scenario and a night scenario ? if so you have to go the complicated way of cloning files changing paths having doubled textures etc.
If you are creating a new map then its not different then creating any other map just with a dark setup. there was a tutorial for light sources but images are gone: https://www.realitymod.com/forum/f18...-your-map.html |
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2015-01-28, 10:51 | #110 | |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,736
Hungary
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re: [Map] Bamyan (4km)[WIP]
Quote:
Fools road has night versions of both the terraindata.raw and the colormaps. Is it the lighting that affects those files? So if I make the terrain darker, those files will update and I can then copy and rename them to night version? | |
Tags |
4km, 4kmwip, bamyan, concept, map, released, ridge, shok, takistan, wip |
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