Author Topic: [WIP] Battle of the Camps  (Read 13763 times)

Offline Fuchs

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Re: [WIP] Battle of the Camps
« Reply #45 on: 03-04-2009, 16:04:23 »
This is looking really great Tor! And from what I hear it's not that hard at all?
Anyone got a scenario I should try to map? I feel like it now. Coming weeks it's quiet before the storm so I got some spare time to do this, really curious about mapping.
Anyone got some tips and hints? I already got a Mapping tut from Fenring but I remember something about it being more for experienced mappers? Natty any suggestions?
"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 Torenico

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Re: [WIP] Battle of the Camps
« Reply #46 on: 04-04-2009, 03:04:13 »
The Pak 40 will rip through the matilda like.... like a knife through butter or something.

But its far better than the 88 imo.. 88 can take out everything.. even the lonely Hurri. I may consider that.. or a Pak40 or a 88.

Quote
Both these are pretty advanced things to setup for your first/second map. Although if your going to do one of them I'd try out push mode, because dummy flags are REALLY hard to setup correctly.

Hmm ok.. or ill wait till everything is done and i setup both systems.. or i give the Italians 2 More M13/40's.. gotta think on that.


Quote
No machine guns at the checkpoint, just a mortar? What sort of a checkpoint is that, anyway? All you have to do to pass it is drive faster than the mortar-gunner can predict.

And aren't those an awful lot of UCs over in the british mainbase? 6 UCs and...no jeeps? Seems a bit excessive.

Hell! my bad i forgot about the Mg's. Dindt wanted to put Bredas x4 or whatever.. because i decided how much wepons will (Checkpoint) have.

Quote
This is looking really great Tor! And from what I hear it's not that hard at all?
Anyone got a scenario I should try to map? I feel like it now. Coming weeks it's quiet before the storm so I got some spare time to do this, really curious about mapping.
Anyone got some tips and hints? I already got a Mapping tut from Fenring but I remember something about it being more for experienced mappers? Natty any suggestions?

I used a mix of Tutos.. Fenring Tutos.. EA Tutos.. and some help from PR too. Answer me if you want them.


Offline Torenico

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Re: [WIP] Battle of the Camps
« Reply #47 on: 04-04-2009, 07:04:37 »
I think the LefH 18 will be able to destroy the Matilda.. today i saw an LefH 18 blowing up a Crusader MkIII.

Basically.. im trying to fix the Hills.. so the Matilda will have serius troubles there.. maybe he can go trough one Hill.. but the point is.. im trying to guide the Matilda into the Trap.. the Checkpoint. Since its small and good for mining.. whit some Defense, M13's, L60's, Pak35's, Mortar for Pinned Inf and the Semovente (Dont know if im going to add it now) they could manage to slow the UK team, hill requires some work... Intelligent use of the Arty and Air superiority.

Tweaking the Hill.. so inf and tanks can go trough it its kinda hard.. i gotta work on that.


Btw Azreal.. can you tell what are you going to do? its my error Fixable? i dindt had the oportunity to test it. Thanks bro.


Offline Fuchs

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Re: [WIP] Battle of the Camps
« Reply #48 on: 04-04-2009, 09:04:38 »
Feel free to PM them, Tor. I would be very thankfull.
"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."

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Re: [WIP] Battle of the Camps
« Reply #49 on: 04-04-2009, 15:04:56 »
Alright you got a few problems with your map. I fixed two of the four which made the map run for me.

1. Your Init.con was completely FUBAR. Change it to this:
Code: [Select]
rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor

run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sounds.con
run Sky.con BF2Editor
run Editor/GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\Battle_of_the_Camps\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor

else

run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run tmp.con v_arg1
Undergrowth.load Levels\Battle_of_the_Camps\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con

endIf

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "IT"
gameLogic.setTeamName 2 "GB"

gameLogic.setTeamLanguage 1 "FH2Italian"
gameLogic.setTeamLanguage 2 "FH2British"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_it"
gameLogic.setTeamFlag 2 "flag_gb"

gameLogic.setKit 1 0 "IA_ScoutK98Short" "ia_light_soldier"
gameLogic.setKit 2 0 "BA_ScoutEarly" "ba_light_soldier"

gameLogic.setKit 1 1 "IA_Limited_Assault_Beretta38_K98" "ia_heavy_soldier"
gameLogic.setKit 2 1 "BA_Limited_Assault_TommygunD_No4" "ba_heavy_soldier"

gameLogic.setKit 1 2 "IA_RiflemanK98" "ia_light_soldier"
gameLogic.setKit 2 2 "BA_RiflemanEarly" "ba_light_soldier"

gameLogic.setKit 1 3 "IA_Limited_Support_MG34_K98" "ia_heavy_soldier"
gameLogic.setKit 2 3 "BA_Limited_Support_Bren_No4" "ba_heavy_soldier"

gameLogic.setKit 1 4 "ia_EngineerK98Short" "ia_light_soldier"
gameLogic.setKit 2 4 "BA_EngineerEarly" "ba_light_soldier"

gameLogic.setKit 1 5 "ia_ATPzB39_Limited" "ia_heavy_soldier"
gameLogic.setKit 2 5 "BA_ATBoys_Limited" "ba_heavy_soldier"

gameLogic.setKit 1 6 "IA_NCOBeretta38" "ia_light_soldier"
gameLogic.setKit 2 6 "BA_NCOTommygunS" "ba_nco_soldier"

rem -----------------------------------------------------------------------------

gameLogic.setBeforeSpawnCamera 0/150/0 0/0/0

if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix ""
else
texturemanager.customTextureSuffix ""
endIf
rem -----------------------------------------------------------------------------

GameLogic.MaximumLevelViewDistance 850

rem -----------------------------------------------------------------------------

gameLogic.setDefaultNumberOfTicketsEx 16 1 50
gameLogic.setDefaultNumberOfTicketsEx 16 2 50
gameLogic.setDefaultNumberOfTicketsEx 32 1 50
gameLogic.setDefaultNumberOfTicketsEx 32 2 50
gameLogic.setDefaultNumberOfTicketsEx 64 1 50
gameLogic.setDefaultNumberOfTicketsEx 64 2 50
gameLogic.setDefaultNumberOfTicketsEx 128 1 50
gameLogic.setDefaultNumberOfTicketsEx 128 2 50
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 10
gameLogic.setTicketLossPerMin 2 10

rem -----------------------------------------------------------------------------

rem -----------------------------------------------------------------------------

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1

2. You didn't apply a LowDetailTexture yet, but there are a ton of tutorials on how to do that, so I won't explain it.

3. Never ever name a map with uppercase letters.

4. Do yourself the favor now (especially while your in the desert) and put your flags at least a good grid away from the edge of the map. Perhaps more depending on your fog.

Problems 1 & 2 will should allow you to test ingame, but 3 & 4 you will have to do if you plan to make more maps.

Offline corsair89

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Re: [WIP] Battle of the Camps
« Reply #50 on: 04-04-2009, 16:04:42 »
Maybe it's too early to ask but how will the static L6 work ? Once it's destroyed, can you repair it with a wrench like a static gun or will a new tank appear at this emplacement ? Or you can't re-use it at all once destroyed ?

Btw, your map looks nice ;)

Offline Meadow

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Re: [WIP] Battle of the Camps
« Reply #51 on: 04-04-2009, 16:04:59 »
No machine guns at the checkpoint, just a mortar? What sort of a checkpoint is that, anyway? All you have to do to pass it is drive faster than the mortar-gunner can predict.

And aren't those an awful lot of UCs over in the british mainbase? 6 UCs and...no jeeps? Seems a bit excessive.

The Jeep was not used by the British until 1942/late 1941 IIRC - it was not on Crete and therefore AIUI would not have been available in the Battle of the Camps.

Keep this up Tore, keep the original Forgotten Hope spirit alive!
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Offline Torenico

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Re: [WIP] Battle of the Camps
« Reply #52 on: 04-04-2009, 19:04:57 »
Alright you got a few problems with your map. I fixed two of the four which made the map run for me.

1. Your Init.con was completely FUBAR. Change it to this:
Code: [Select]
rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor

run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sounds.con
run Sky.con BF2Editor
run Editor/GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\Battle_of_the_Camps\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor

else

run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run tmp.con v_arg1
Undergrowth.load Levels\Battle_of_the_Camps\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con

endIf

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "IT"
gameLogic.setTeamName 2 "GB"

gameLogic.setTeamLanguage 1 "FH2Italian"
gameLogic.setTeamLanguage 2 "FH2British"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_it"
gameLogic.setTeamFlag 2 "flag_gb"

gameLogic.setKit 1 0 "IA_ScoutK98Short" "ia_light_soldier"
gameLogic.setKit 2 0 "BA_ScoutEarly" "ba_light_soldier"

gameLogic.setKit 1 1 "IA_Limited_Assault_Beretta38_K98" "ia_heavy_soldier"
gameLogic.setKit 2 1 "BA_Limited_Assault_TommygunD_No4" "ba_heavy_soldier"

gameLogic.setKit 1 2 "IA_RiflemanK98" "ia_light_soldier"
gameLogic.setKit 2 2 "BA_RiflemanEarly" "ba_light_soldier"

gameLogic.setKit 1 3 "IA_Limited_Support_MG34_K98" "ia_heavy_soldier"
gameLogic.setKit 2 3 "BA_Limited_Support_Bren_No4" "ba_heavy_soldier"

gameLogic.setKit 1 4 "ia_EngineerK98Short" "ia_light_soldier"
gameLogic.setKit 2 4 "BA_EngineerEarly" "ba_light_soldier"

gameLogic.setKit 1 5 "ia_ATPzB39_Limited" "ia_heavy_soldier"
gameLogic.setKit 2 5 "BA_ATBoys_Limited" "ba_heavy_soldier"

gameLogic.setKit 1 6 "IA_NCOBeretta38" "ia_light_soldier"
gameLogic.setKit 2 6 "BA_NCOTommygunS" "ba_nco_soldier"

rem -----------------------------------------------------------------------------

gameLogic.setBeforeSpawnCamera 0/150/0 0/0/0

if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix ""
else
texturemanager.customTextureSuffix ""
endIf
rem -----------------------------------------------------------------------------

GameLogic.MaximumLevelViewDistance 850

rem -----------------------------------------------------------------------------

gameLogic.setDefaultNumberOfTicketsEx 16 1 50
gameLogic.setDefaultNumberOfTicketsEx 16 2 50
gameLogic.setDefaultNumberOfTicketsEx 32 1 50
gameLogic.setDefaultNumberOfTicketsEx 32 2 50
gameLogic.setDefaultNumberOfTicketsEx 64 1 50
gameLogic.setDefaultNumberOfTicketsEx 64 2 50
gameLogic.setDefaultNumberOfTicketsEx 128 1 50
gameLogic.setDefaultNumberOfTicketsEx 128 2 50
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 10
gameLogic.setTicketLossPerMin 2 10

rem -----------------------------------------------------------------------------

rem -----------------------------------------------------------------------------

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1

2. You didn't apply a LowDetailTexture yet, but there are a ton of tutorials on how to do that, so I won't explain it.

3. Never ever name a map with uppercase letters.

4. Do yourself the favor now (especially while your in the desert) and put your flags at least a good grid away from the edge of the map. Perhaps more depending on your fog.

Problems 1 & 2 will should allow you to test ingame, but 3 & 4 you will have to do if you plan to make more maps.


Thanks man.. thanks alot really :D

Quote
Maybe it's too early to ask but how will the static L6 work ? Once it's destroyed, can you repair it with a wrench like a static gun or will a new tank appear at this emplacement ? Or you can't re-use it at all once destroyed ?

Btw, your map looks nice

Yet.. i have no idea.. i really have to test the map and see how it works. I really dont know... Buti think it would spawn like a normal tank.. if you destroy it another will spawn. Of course i will try to change the Spawn time to... unlimited? since theres only one tank available for that spot. Maybe it explodes when the round begins.. because its "Dug In" in the ground.. and under the ground theres nothing but a "Black Hole".. ye hard to explain.


Quote
Maybe it's too early to ask but how will the static L6 work ? Once it's destroyed, can you repair it with a wrench like a static gun or will a new tank appear at this emplacement ? Or you can't re-use it at all once destroyed ?

Btw, your map looks nice


Maybe.. but Maybe.. a placeholder. I dont know what to do.. Daimler Dingo.. AFAIK, was not used in Op Compass. Basically.. a large part of the map is a Placeholder.


Still, Fenring dindt answered me.. theres nothing to worry about now.. im about to burn all the things into a DVD and reinstall Windows (8 Virus entered my PC this night) and the FH2 Shaders are messed up... again.


Offline Fuchs

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Re: [WIP] Battle of the Camps
« Reply #53 on: 04-04-2009, 19:04:22 »
Can you still send the tutorials you used to me? Don't want you to lose them  :(
"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 Torenico

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Re: [WIP] Battle of the Camps
« Reply #54 on: 04-04-2009, 19:04:00 »
Check your PM.


Sadly i dindt managed to get the Map working.. afaik the problem its in the Shaders. Its still alive ofc.


Offline Torenico

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Re: [WIP] Battle of the Camps
« Reply #55 on: 04-04-2009, 21:04:58 »







Hope u like em!


Offline Fuchs

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Re: [WIP] Battle of the Camps
« Reply #56 on: 04-04-2009, 21:04:31 »
I like the screenshot with the building.
"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 Torenico

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Re: [WIP] Battle of the Camps
« Reply #57 on: 05-04-2009, 00:04:15 »
I guess i gotta start this map again since theres no way i can run it. I even got a super song for it..































Damn!


Offline Torenico

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Re: [WIP] Battle of the Camps
« Reply #58 on: 05-04-2009, 04:04:46 »
Ok people.


I did some test whit the LefH18 vs Matilda and what gun can destroy it.

I made a fast map whit all the GB Vehicles and all the GE Vehicles.


So... guess what? LefH18 can take down a Matilda whit a single shot.. on its side. Its kinda hard to kill him at long distance whit manual aiming.. but you can do it.


Frontal shots will take alot.. LefH 18 will do minimal damage to the MkII in the Front.. others like the Semovente and L6.. 0 damage on Rear.


So.. theres 2 ways to take a matilda in my map. One is by using the "Checkpoint" flag. Since its a road or a valley.. whatever.. you can fortify the psition whit a good combination of M13's and Mines. Plus AT Guns.


L6 can destroy a Cruiser tank.. shoot in on the Sides - Wheels whatever.. empty an entire "mag" (20 20mm Rounds) and hes Down.


For some reason the Vickers Mk VI takes almost 2 mags of 20mm Rounds. I dindt tested the Semovente.. yet. But i guess is a sucky tank because the Cannon its not good.. the Turret... what turret? the cannon movies EXTREMLY slow.. so you have to turn the tank to aim and shoot.


Bad News are.. it seems that the Static tank wont work.. i spawn a PzIII J and sunk it in the ground.. but the tank starts to Jump untill he reaches the Surface.. pretty bad.


I still got a plan.. trap it whit Sandbags.

Well.. i guess the LefH 18 its really good now.. now i dont need any Flak 88


Offline Torenico

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Re: [WIP] Battle of the Camps
« Reply #59 on: 05-04-2009, 06:04:54 »
SCHEISSE SCHEISSE SCHEISSE!

sry for caps but.. my damn map its WORKING

I cannot.. repeat.. CANNOT belive this!

I took a picture...

Sadly.. i had to use a very outdated where a big part of the map is empty... but anyways it works.. and in 1:30 i will fill it whit the "new" Stuff.

I want to say.. thanks alot guys.. specially to Azreal.. who helped me alot whit this Project.. i know..  --now you can ignore my PM my friend.. theres nothing to worry about sir.--


Ok here are the pics.



L6s are ready for Combat.






Artillery!.. war inturrumped Tea Time :/