Author Topic: Map Bloody Gulch [WIP]  (Read 18428 times)

Offline sn00x

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Re: Map Bloody Gulch [WIP]
« Reply #15 on: 25-10-2009, 13:10:53 »
the point is the get the combined armor and infantry combat, with both open and limited terrain for both to fight in.

Offline Natty

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Re: Map Bloody Gulch [WIP]
« Reply #16 on: 25-10-2009, 13:10:30 »
The sanity check comes from binary files that is read like text files. I think you should reinstall editor and then re-unpack FH2 again. also go in to editor and delete all the OG and UG, save the map, open editor again, generate new overgrowth atlas, close editor, open again. Then try it.

good job so far!, nice choice bloody gulch also.(same glorious soldiers as in PHL) some overhead images would be interesting to see, not so much pictures of fh2 weapons, but more like attack routes, bottlenecks, crossings etc... where the action will be  :D

Offline sn00x

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Re: Map Bloody Gulch [WIP]
« Reply #17 on: 25-10-2009, 22:10:45 »
ill try that  :) thanks for the advise, ill try to show what i can about attack routes and so on, but i allso dont want to spoil the whole map if you get my point :)
« Last Edit: 25-10-2009, 22:10:19 by sn00x »

Offline kettcar

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Re: Map Bloody Gulch [WIP]
« Reply #18 on: 25-10-2009, 22:10:15 »
the point is the get the combined armor and infantry combat, with both open and limited terrain for both to fight in.

i mean, what do you think, how can be a fight on this map. wich flags caps the players first, how to defend, what are some objectives? sry, dont know the right words, i mean gameplay at all

Offline sn00x

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Re: Map Bloody Gulch [WIP]
« Reply #19 on: 25-10-2009, 23:10:50 »
to be honest, i am not sure how to explain, but my little personal idea was an wannabe-PHL/Totalize if you get my point, german defended hills, bocage looking area with fields and farming areas, gameplay will be conquest (like in totalize). please people come with suggestions!

Offline Ts4EVER

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Re: Map Bloody Gulch [WIP]
« Reply #20 on: 25-10-2009, 23:10:06 »
You know that the Amis defended Bloody Gulch?

Offline sn00x

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Re: Map Bloody Gulch [WIP]
« Reply #21 on: 25-10-2009, 23:10:56 »
from what information i have gathered the battle was concerning the outskirts of carentan and the attack on hill30, that is what this map is about

Offline sn00x

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Re: Map Bloody Gulch [WIP]
« Reply #22 on: 26-10-2009, 00:10:10 »
The sanity check comes from binary files that is read like text files. I think you should reinstall editor and then re-unpack FH2 again. also go in to editor and delete all the OG and UG, save the map, open editor again, generate new overgrowth atlas, close editor, open again. Then try it.

good job so far!, nice choice bloody gulch also.(same glorious soldiers as in PHL) some overhead images would be interesting to see, not so much pictures of fh2 weapons, but more like attack routes, bottlenecks, crossings etc... where the action will be  :D

Did Reinstall Editor and FH2, still same problem, though no error shows up, jsut trows me out, and the editor still gives me this Ignored Warning[TextureAtlas] : Couldn't open TAI file "levels\bloody_gulch\overgrowth\OvergrowthAtlas.tai"

azreal

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Re: Map Bloody Gulch [WIP]
« Reply #23 on: 26-10-2009, 00:10:03 »
copy one from a standard FH2 map and remove everything but:
Quote
# mods/fh2/levels\bloody_gulch\overgrowth\OvergrowthAtlas.tai
#
#
# <filename>      <atlas filename>, <atlas idx>, <woffset>, <hoffset>, <width>, <height>
#
# Texture <filename> can be found in texture atlas <atlas filename>, i.e.,
# <group><idx>.dds with texture coordinates boundary given by:
#   A = ( <woffset>, <hoffset> )
#   B = ( <woffset> + <width>, <hoffset> + <height> )
#
# where coordinates (0,0) and (1,1) of the original texture map correspond
# to coordinates A and B, respectively, in the texture atlas.

Offline sn00x

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Re: Map Bloody Gulch [WIP]
« Reply #24 on: 26-10-2009, 01:10:09 »
copy one from a standard FH2 map and remove everything but:
Quote
# mods/fh2/levels\bloody_gulch\overgrowth\OvergrowthAtlas.tai
#
#
# <filename>      <atlas filename>, <atlas idx>, <woffset>, <hoffset>, <width>, <height>
#
# Texture <filename> can be found in texture atlas <atlas filename>, i.e.,
# <group><idx>.dds with texture coordinates boundary given by:
#   A = ( <woffset>, <hoffset> )
#   B = ( <woffset> + <width>, <hoffset> + <height> )
#
# where coordinates (0,0) and (1,1) of the original texture map correspond
# to coordinates A and B, respectively, in the texture atlas.
didnt work.. got same error as i posted on page 1.

i am forcing myself to place tree and bushes one by one soon -.-'
« Last Edit: 26-10-2009, 01:10:40 by sn00x »

Offline Natty

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Re: Map Bloody Gulch [WIP]
« Reply #25 on: 26-10-2009, 07:10:33 »
ill try that  :) thanks for the advise, ill try to show what i can about attack routes and so on, but i allso dont want to spoil the whole map if you get my point :)

hmm no I dont get the point at all.. spoil? I dont understand. ???

Offline sn00x

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Re: Map Bloody Gulch [WIP]
« Reply #26 on: 26-10-2009, 11:10:59 »
i was a Wolfenstein Enemy Territory mapper before, then we didnt use to show off the whole map at once, we rather show off some places and let the players discover the rest.
though i could allways post an overview from the editor?

Offline sn00x

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Re: Map Bloody Gulch [WIP]
« Reply #27 on: 26-10-2009, 12:10:50 »





« Last Edit: 26-10-2009, 15:10:25 by sn00x »

Offline Fuchs

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Re: Map Bloody Gulch [WIP]
« Reply #28 on: 26-10-2009, 16:10:30 »
Coming around nicely  :)

Note that the date of this battle is June 13, in June the wheats/grasses are still growing  ;)
"Force answers force, war breeds war, and death only brings death.
To break this vicious circle one must do more than act without thought or doubt."

Offline McCloskey

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Re: Map Bloody Gulch [WIP]
« Reply #29 on: 26-10-2009, 17:10:28 »
Reminds me of Brothers in Arms. :)

Nice looking map.