making sea like omaha beach map help!
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making sea like omaha beach map help!
I have made a beach by myself too but I'm stuck with making the sea. can someone explain in dept how to make the same sea as in omaha, with waves and all. all the seas I apply have like 20 meters high waves. help!
van Wassem entertainment© - entertainment on a degreement never imagined
shoreline
In the obj_team3 map they used "deepbluesea_runup" texture on a large patch mesh for the open sea. The patch is a script_object and has the targetname "ocean_calm", but I have no idea why. Near the beach, they used multiple brushes (not patch) with "deepbluesea_shoreline" texture that are angled slightly (probably less than 5 degrees) up towards the beach. They are layed out in two rows parallel to the beach.
You can see this for yourself, if you decompile the obj_team3.bsp file.
You can see this for yourself, if you decompile the obj_team3.bsp file.
File
Here is a link to download it:
http://www.planetmedalofhonor.com/rjuka ... mohmap.zip
It's very simple to use. Just browse to a .bsp file and then browse to a location for the .map file it will create. And, give the new map a name.
You will need to "unzip" pak5.pk3 from the game. Winzip will do that if you turn off the "auto install screensavers" option--the game and Windows use the same extention (.scr) for scripts. Just make a copy of pak5.pk3 and change the extention to "pak5.zip".
The decompiler does not make finished maps, entities will be missing and hundreds of extra brushes will be added. The resulting map will have thousands of duplacate planes (not good) and textures will look pretty bad. But, it is useful for finding out how things were made in the game.
good luck!
http://www.planetmedalofhonor.com/rjuka ... mohmap.zip
It's very simple to use. Just browse to a .bsp file and then browse to a location for the .map file it will create. And, give the new map a name.
You will need to "unzip" pak5.pk3 from the game. Winzip will do that if you turn off the "auto install screensavers" option--the game and Windows use the same extention (.scr) for scripts. Just make a copy of pak5.pk3 and change the extention to "pak5.zip".
The decompiler does not make finished maps, entities will be missing and hundreds of extra brushes will be added. The resulting map will have thousands of duplacate planes (not good) and textures will look pretty bad. But, it is useful for finding out how things were made in the game.
good luck!
- silversound
- Second Lieutenant
- Posts: 167
- Joined: Wed Jun 18, 2003 6:33 am
- Location: West Seattle, WA, USA, Earth, Milky Way
patch and lod
It will show lod and patches, if you move the arrow to "greater". You may be thinking of the old decompiler that ScopioMidget made. This one was made by someone in Japan and is much better.
- silversound
- Second Lieutenant
- Posts: 167
- Joined: Wed Jun 18, 2003 6:33 am
- Location: West Seattle, WA, USA, Earth, Milky Way
Triggers
Some things still don't show up, like origin brushes. But, triggers will look like untextured boxes, so you can at least study their properties. The map will run slow in the editor, because of all the extra brushes, so it helps to filter out everything, except what you are looking for.
Ps: If you use Bobz plugins to remove the duplicate planes, it could take hours!
Ps: If you use Bobz plugins to remove the duplicate planes, it could take hours!


