project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Community Modding > Community Maps
31 Oct 2014, 00:00:00 (PRT)
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
Community Maps Maps created by PR community members.

Contact Support Team Frequently Asked Questions Register today!

Reply
 
LinkBack Thread Tools Display Modes
Old 04-28-2012, 04:38 PM   #11
[R-CON]rodrigoma
PR:BF2 Contributor

[R-CON]rodrigoma's Avatar
Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Quote:
Originally Posted by [R-DEV]AfterDune View Post
Sure can. We have a bunch of tanks available, perhaps not all are realistic in a Normandy setting, but I'm sure there's something you like.

US has:
- Sherman M4A1
- M26 Pershing (but I think I'll remove that one since we have a Sherman now)

Germany has:
- Panzer III-J
- Panzer IV-D
- Panzer IV-F2
- Stug III-B
the first 2 tanks out of the ships in utah came to brecourt, i couldnt get any info on the type but im presuming sherman?s
it would be epic to have the little stuart tanks around, if anyone would model them i would love them forever
other things that would be great for normandy maps would be a french Manor type static and some detail goodies
anyways thanks for the support

PS: if someone could tell me how to can i make appear the PR:N vehicles in the spawner list
i just cant make it happen ;(

Also updated the first post with 2 more screens
[R-CON]rodrigoma is offline
Last edited by [R-CON]rodrigoma; 04-28-2012 at 06:32 PM..
Reply With Quote
Old 04-29-2012, 05:04 AM   #12
lucky.BOY
Supporting Member

lucky.BOY's Avatar
Send a message via ICQ to lucky.BOY Send a message via Skype™ to lucky.BOY
Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

For the last screen, you need proper intersections. Just painting one road on top of another doesnt cut it, imo. I dont know about those vehicles, but i think you have to extract them from oparation overlords object zips into the apropriate folder, i think.

I would be interested in making that manor, but cant promise when i will start it and when i will complete it. If I recall correctly, there was one guy making the brecourt manor already, he had a thread on it in community modding...

-lucky

EDIT: Found it
http://www.realitymod.com/forum/f388...urt-manor.html

However, its only a request, seems like nobody really started on it, but theres a bunch of refs in that thread.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
lucky.BOY is offline Reply With Quote
Old 04-29-2012, 05:08 AM   #13
[R-DEV]AfterDune
PR:BF2 Lead Developer
Supporting Member
PR Server License Administrator

[R-DEV]AfterDune's Avatar
Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Quote:
Originally Posted by rodrigoma View Post
PS: if someone could tell me how to can i make appear the PR:N vehicles in the spawner list
i just cant make it happen ;(
Find objects_client.zip and objects_server.zip in "pr/levels/project_normandy/objects/". Extract both these zipfiles into your "objects" folder of your "pr_edit".

That should do the trick .



Regarding your undergrowth grass, I think it's prettier to use hexagon grass. Give it a try, see if you like it.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-DEV]AfterDune is offline Reply With Quote
Old 04-29-2012, 05:17 AM   #14
[R-CON]rodrigoma
PR:BF2 Contributor

[R-CON]rodrigoma's Avatar
Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Quote:
Originally Posted by lucky.BOY View Post
For the last screen, you need proper intersections. Just painting one road on top of another doesnt cut it, imo. I dont know about those vehicles, but i think you have to extract them from oparation overlords object zips into the apropriate folder, i think.

I would be interested in making that manor, but cant promise when i will start it and when i will complete it. If I recall correctly, there was one guy making the brecourt manor already, he had a thread on it in community modding...

-lucky

EDIT: Found it
http://www.realitymod.com/forum/f388...urt-manor.html

However, its only a request, seems like nobody really started on it, but theres a bunch of refs in that thread.
yeah i dont think there is a need for an exactly reproduced brecourt manor but more of general one that can be used multiple times, as just in the area of my map there are at least 3 large manors
on the road intersections i ont think its a huge deal but ill see what i can do
Quote:
Find objects_client.zip and objects_server.zip in "pr/levels/project_normandy/objects/". Extract both these zipfiles into your "objects" folder of your "pr_edit".

That should do the trick .
tried that already 3 times still didnt work
the objects just dont appear in the list
[R-CON]rodrigoma is offline Reply With Quote
Old 04-29-2012, 05:31 AM   #15
[R-DEV]AfterDune
PR:BF2 Lead Developer
Supporting Member
PR Server License Administrator

[R-DEV]AfterDune's Avatar
Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

You start the editor and select "pr_edit", right? Good.

Now, through Windows Explorer, go to your BF2-directory, then mods/pr_edit/objects/vehicles/land/.
Once there, there should be folders like "ger_tnk_p4d" and the likes.

If not, the files have not been extracted there.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-DEV]AfterDune is offline Reply With Quote
Old 04-29-2012, 05:44 AM   #16
Arnoldio
Banned
Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Stuart would be good for more INF oriented stuff, but a sherman does fine aswell.
Arnoldio is offline Reply With Quote
Old 04-29-2012, 07:12 AM   #17
[R-CON]rodrigoma
PR:BF2 Contributor

[R-CON]rodrigoma's Avatar
Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

ok i think i found a way to fix the objectspawner problem,
one more thing if anyone wants to do an object that is like this

it would be great
[R-CON]rodrigoma is offline Reply With Quote
Old 04-29-2012, 09:37 AM   #18
Pvt.LHeureux
Project Normandy Contributor

Pvt.LHeureux's Avatar
Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

I think there's a wire fence somewhere in the static objects.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Pvt.LHeureux is offline Reply With Quote
Old 04-29-2012, 04:05 PM   #19
lucky.BOY
Supporting Member

lucky.BOY's Avatar
Send a message via ICQ to lucky.BOY Send a message via Skype™ to lucky.BOY
Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

I went through the files and didnt find anything like that in there, and would do it, i just need dimensions, because from that picture its really hard to see. I need heigh and interval between two posts, rodrigoma, please.
Also i would make it with 4-sided posts, not these tree branches like on the picture, but i think it wont matter

-lucky


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
lucky.BOY is offline Reply With Quote
Old 04-29-2012, 04:28 PM   #20
[R-DEV]Rudd
PR:BF2 Developer
Supporting Member

[R-DEV]Rudd's Avatar
Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

If I were you I'd just stick with the wooden fences, they are good, have their cols set for vehicles etc.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

[R-DEV]Rudd is offline Reply With Quote
Reply


Tags
2km, assault, brecourt, map, prn, wip
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 11:58 PM.


Powered by: vBulletin. ©vBulletin Solutions, Inc.
Search Engine Optimization by vBSEO 3.6.1
All Content Copyright ©2004 - 2014, Project Reality.