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Old 2017-05-17, 15:30   #11
[R-DEV]​rPoXoTauJIo
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Default Re: Deir Ez Zor [4km]

Shtap making mistake i've told you already - assets goes after map being somewhat finished

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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Old 2017-05-17, 20:01   #12
Rabbit
Default Re: Deir Ez Zor [4km]

No, Break the chains of conformity! Do assets first then build the map around them!

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Old 2017-05-23, 14:56   #13
CaptMiller
Default Re: Deir Ez Zor [4km]

WIP industrial storage building
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Old 2017-05-23, 15:58   #14
CaptMiller
Default Re: Deir Ez Zor [4km]

Hi everyone, I have problem with one static. In BFmeshviewer it is fine, but when I export in pr_edit folder BfEditor crashes while loading my map with message : Warning: Inalid texture slot

2 materials(4 textures):
walls - iraq_c , iraq_di
roofs - white_tile, dirty_c
pls help




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Last edited by CaptMiller; 2017-05-23 at 16:13..
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Old 2017-05-23, 16:03   #15
[R-DEV]​Outlawz7
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Default Re: Deir Ez Zor [4km]

You don't parent collisions to lods, only lod0. If it says 'invalid texture slot' then we need to see your materials (Meshview, 3ds max)


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Old 2017-05-25, 22:47   #16
CaptMiller
Default Re: Deir Ez Zor [4km]

For some reason BF2 engine dont want to read UV 3 channel(dirt) and read it as UV 1 channel (base) thereby dirt looks not correctly in bf2 engine, if someone Know how to fix it please tell me.
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Old 2017-05-26, 09:31   #17
[R-DEV]​Rhino
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Default Re: Deir Ez Zor [4km]

Using multiple threads about the same issue is only going to hinder you getting a fix for them.

I suggest you make a dedicated thread about the issue, or you only use one of these topics at the very least.

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Old 2017-05-26, 14:03   #18
CaptMiller
Default Re: Deir Ez Zor [4km]

Map Progress
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Old 2017-05-26, 18:28   #19
FlyingR
Default Re: Deir Ez Zor [4km]

Honestly a part from all the fixing that you have to do, the map is pretty good! Love the first building compound, smoke will play an important role here while MGs suppress the buildings to assault it!

Also having Airfield as a flag will be a fun CQB fight!
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Old 2017-05-26, 19:33   #20
CaptMiller
Default Re: Deir Ez Zor [4km]

Quote:
Originally Posted by FlyingR View Post
Honestly a part from all the fixing that you have to do, the map is pretty good! Love the first building compound, smoke will play an important role here while MGs suppress the buildings to assault it!

Also having Airfield as a flag will be a fun CQB fight!
Yeah, I try to make the landscape as realistic as possible, Deir Ez Zor air base is no accident for 5 years surrounded, it's really a tough nut and the upcoming ones will have to do their best.

It will be something like a desert Omaha. The ISIS (placeholder FSA) should attack by a single wave of 30-50 people, interacting with tanks and mortars, otherwise they will simply not be able to take any of the objects (airbase, village, checkpoint).

And ofcourse no optic scopes(only snipers, marksmans etc)

List of vehicles, which in any case will need to be done:

-Improvised APCs for ISIS (placeholder FSA)
-armored VBIEDs for ISIS (placeholder FSA)

List of vehicles and equipment, which it is desirable to make:

-BM-21 GRAD
-ATGM 9k111 Spigot
-tank T-55
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