Hey, I've been a fan of this mod for a long time. I never really played FH1, but that was because of my in ability to run it decently, and by the time I upgraded...to be honest...I can't play without iron sights, but I've been waiting for your mod forever...I check the news every week waiting for more news on this great mod. Well I finally decided to give a serious try at mapping after reading a small tutorial and seeing how easy it was...I've tried for COD and Source before, but have failed miserably. Anyway I started yesterday, and I've gotten 10x farther already than on either of those engines before. I just can't believe it can be so simple...and easy.
Anywho..I want to make a map based on "Operation Torch" and the beach landing at Algiers. Even though I guess this wasn't technically a beach invasion with fierce fighting between British and the Germans, more of a handover from French underground forces (?), I think it should be an interesting map.
Here is a poor photo of a poor copy of a map idea I drew up last night. The beach landing up at the top...small town/city/village followed by two trench systems and finally a main German base. actual photo of the landing.
alright...heres my very very very early rough idea concept learning map...haha...btw...please excuse me cause im stoned.
so far I have two spawns. The beach and one of the town caps... shot from where the beach will be.
top view to gauge where everything will be...its the map fliped upside down..this is the beach side..the far side of the map will be the main german base.
ALSO PLEASE HELP! I NEED some help finding a good tutorial on how to create water...I found a great list of tutorials Editor, Tutorial, And Plug-in Downloads | All Listed Here. - Official BF Editor Forums <==here...but the one I found on this list for water wasn't up anymore...PLEASE I need some help!
Also I have a few other questions...
Since custom mapping in BF2 isn't so big at all...I was wondering if you guys think custom maps for FH2 will be successful? Didn't you guy release frequent fan map packs? Were they played much? Was it hard to get a map into the pack? How historically accurate does the map have to be? Any other tutorials, or tips are much appreciated. If I finish the map I just want people to play on it.
It's a good try but it needs more work to show off.
In the resource window click on editor tree and keep going down the tree till you get to "Default Env Map" Drag DefaultEnvMap into your level. Make sure you place it (looks like a little box) somewhere above your terrain, dosnt matter where as long as its above your terrain not under it. You can place more than one, you can place also one in the sea area
after the defaultenvmap is placed go to the compile tab at the very top of the editor and go to Envmaps then "Create default envmaps" give the editor a sec. Save
Open your map folder, in Envmaps folder take the sea envmap, create a folder called Water and copy this envmap inside, rename it to EnvMap.dds
Do lightmaps for your map to get a good water look
Oh yeah I know it isn't much to show off...I was just excited to actually be doing it right for once. I just started it today really, but thanks for the info on the water. I'm going to be putting some more work in it tonight. I'm going to do piece by piece until I'm done. I just felt like starting this thread which will track the progress of this map...over time.
Hey, if that is what you came up in your first day of mapping, it sure as hell is something to show off ;)
I'm actaully doing my first two maps for BF2 too, although they're from Ethiopia. But no more on that for now though :P
Damn i used to start mapping for BF2 right after BF2editor release. But then the game went boom and i deleted everything and editor went boom too... I should re-download it. :p
try to create some of your own statics so it's not the same stuff from BF2, kind of mix it up a bit. Good work so far, especially for one day. Adding in your own custom houses would be a really cool touch i think, but that might be a bit advanced.
yeah custom statics would be nice...but I don't think so. And I hope to use many of these just as placeholders until I get more authentic statics and what not....
anywho..my update for the day..I had the water working once, and I changed it, and I can't get it back...I really just need a basic tutorial from start to finish about water...I'll figure it out...I had it..went for a swim...anywho classed up the place some..added a bunch of stuff...added another spawn point for the british and a bunker on a hill for ze germans.
If you want very accurate heightmaps, look for topographic maps of the place in question and ,in photo shop (/GIMP if you don't have P.S. though I'm not familiar with the way in which it works), select the different heights and fill them in in greyscale. FYI it will be a percentage value for each height so if the highest part of your map is 188/56 metres you will have to sort out the various percentages that equal the height indicated on the map(100% = 0 meters and 0% = the highest point on the map). Once you've highlighted and figured out what percentage equals which height, go edit>fill and in the options go color and select your percentage of greyscale.
Also, since the editor usually lowers your edges, you will need to, with your original heightmap(remember to save your original!!!), copy the heightmap that you just adjusted in the editor and make it as a layer on top of the original...
By the way, you will want to make a copy of your original so that nothing gets fudged up and this also includes the maps of the roads and buildings if the map shows them. What I did for my map(s) is make a lot of layers; one for the buildings, rivers, roads, forests, other vegetation(by getting pictures from Google Earth and adjusting them) and anything else that you need to keep seperate (with all the troubles of making things, that usually means everything).
...Sorry, my bad, but with your copy of the original heightmap, put it over the on that you just edited. Begin to erase and be sure to have the history menu out and ready because it will be used a lot as well as control Z. Sorry, Begin to erase through the original copy and make sure the when you start seeing a shade that too dark for the specific height region, you control Z or paint over it with the appropriate shade of grey because that means that it's going too low for that region. This rarely happens for the lighter shades where you end up getting a region that is too high up compared to the next layer up.
I hope that you understand this but also before coming at me with questions, try it out.
Repeat this process as much as necessary and check pictures for the areas which are between the distance that are 100% accurate since usually the rims of the layers demark an area of 10-20 meters and that leaves a lot of grey space...no pun intended but I had to say it. So yeah there it is MAKING HEIGHTMAPS FROM TOPOGRAPHIC MAPS 101.
A good and easiest way to get "good looking water" is to copy/paste the water files from a Dice map.
Ps. looks good for a first map :)