I have made quite a few things for this game. So much so, that I can't use seperate threads for each one. So I will compile it all in this one.
First up:
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The Simulator
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Its called "The Simulator" and is designed to look like everything is "simulated".
Once you see the screenshots/try it out, you'll know what I mean. Its perhaps one of the weirdest maps I've made.
I made 6 static objects from scratch. They are basic "geometric" objects that litter the whole map. They have mobile physics, so you can move them around and such.
Here's some screen shots: (click to view, they are kinda large for the forums)
The Water Simulator:
http://img526.imageshack.us/img526/5657/s004yg9.jpgThe Forklift Simulator: (featuring the new objects I made)
http://img215.imageshack.us/img215/7049/s003db9.jpgThe Forest Simulator:
http://img228.imageshack.us/img228/5347/s002bf4.jpgThe Urban Simulator:
http://img229.imageshack.us/img229/7624/s001pi7.jpgAnd now for the download link. It comes with a installer batch program to install it for you. But note it only works if you installed the game in the default directory that it normally installs to.
This is for the desertcombat mod. But it doesn't use any DC specific static objects, so it can easily be ported to any mod you wish.
Mirror 1:
http://www.mediafire.com/?mzzzezmbwzdMirror 2:
http://www.megaupload.com/?d=878J0KIB(links updated with final version of this map)
Hope you enjoy it!
I have made the finalized version of this map. I have made the following improvements:
1. Added some planes, So as a result, I removed the out of bound for this map. You can now explore the entire map.
2. Added another control point. In a area called "Terrain Simulator"
3. The custom objects are no longer "static objects". They are full fledged PCOs and are destructible. They will respawn when destroyed and will reset to their spawn position when the map is restarted. They also have a new effect attached to them When they blow up, they split into smaller pieces of themselves!
4. The "cube" object is much more stable now, you can actually lift it with the forklifts! The sphere will still stick to the forklift though, but doesn't stick to most other vehicles anymore. I had changed the material IDs on all of them in order to make them destructible.
5. The textures for the custom objects were updated to make them more visible on the map.
6. 3 new objects made for a total of 6 objects. These are simply smaller versions of the existing ones that are used for the armor effect that makes the larger ones explode into these smaller ones.
6. The terrain outside of the main explorable area has been raised.
7. Terrain textures fixed. There is no longer that area off near the edge that has all blue textures. I have also made the whole map uniform in the textures. It seems the DDS files didn't have the proper numbering setup, so a whole row of the terrain at the edge of the map has a solid color to it.
8. Mini-map updated. You can see where the explorable area ends on the mini map. Don't worry, there is no out of bounds on this one, so you can go anywhere you want. (but of coarse you can't go off the edge of the map, you will still die if you do that of coarse!)
Updated Screenshots: (click to view)
View of coalition base:
http://img297.imageshack.us/img297/7818/s2so7.jpgView of improved custom objects:
http://img72.imageshack.us/img72/9074/s1ck6.jpgView of "Terrain Simulator":
http://img183.imageshack.us/img183/4486/s3td9.jpgThe links above have been updated. I recommend that if you already downloaded the last version, that you download this version and replace the old one.
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Night Conversions
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The map is now called "Omaha Nights" and you guessed it, its Omaha Beach at night! This is for DesertCombat by the way.
Screenshots:(click to enlarge)
Download Link:
Mirror 1:
http://www.mediafire.com/?4nkylw3mo2oMirror 2:
http://www.megaupload.com/?d=FYXPXZ4RThe night conversion affects all modes including singleplayer. As with the last Night converted map, this one is entirely independent of the original, so you don't have to worry about losing the original Omaha Beach or having PunkBuster issues.
I have now finished Gazala as well:
http://www.mediafire.com/?y2tyoqnhngyI have converted El Alamein to a night map and finally fixed the terrain glitch. It now works 100% currectly. Fog has been set to start at 300 and end at 500. So you get a little less view distance then you had in the day version. This is to make it perhaps more realistic since in most cases in real life you can't see as far at night then day.
Objectlightmaps were regenerated with lower ambient light settings so they are darker and won't "Glow in the darK" like they would if I didn't regenerate them.
I used GIMP to darken the terrain textures to make it feel more night. I also had to reduce the amount of red in the textures since if I just darkened them they would have a slight red tint to them ingame. All modes are converted since this is a texture change and init.con change, all game modes will be night. This map has its own base name seperate from El Alamein so you won't have to worry about Punkbuster kicking you for having this installed.
El Alamein maps converted:
El Alamein ---------> El Alamein Night
El Alamein Day 2 --> El Alamein Night 2
El Alamein Day 3 --> El Alamein Night 3
Screenies: (click to enlarge)
Download link:
http://www.mediafire.com/?s1umngfngjs---------------------------------
Mario Kart Double Dash conversion
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I had some free time to kill and decided to work on getting Mario Kart Double dash levels into Battlefield 1942. Yes its pointless but, hey whats better to do then port a children's racing game to a violent first person shooter?
lol I worked on getting 7 levels ingame and they all work fine. Now if I went into the details on how I did all this, this single post would probably take up one page.
So I will show you some screenshots of what they look like ingame and then provide a download link for all you to try it out. Some levels don't look 100% currect since BF1942 doesn't have the same kind of shaders that the Gamecube had. And that the program I used to export the levels to 3DS format isn't capable of exporting the shaders so even if I ported these to Battlefield 2 (which will never happen since BF2's format requires a whole bunch more crap to do to the models before you can even export them) they still wouldn't look that much different then how they look now in BF1942.
Well enough of that here's some screen shots of all the levels I made: (click to enlarge)
Luigi's Mansion:
Block City:
Baby Park:
Luigi Circuit:
Mushroom Bridge:
Mushroom City:
Pipe Plaza:
If you want to try it out for your self download it from here:
http://www.mediafire.com/?jk5mmy0ett2Update: Link updated with final version. Lag should be fixed on ALL the maps! Plus, the new Mario Kart vehicle has been added to all the maps now.
Just put all the rfas into the level directory of your DesertCombat mod.
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That about covers all I made. (the major ones anyway)
All the maps I made above are for DesertCombat. The RFAs go in the level directory of your DesertCombat mod.
Feel free to post your opinions on it!