[Map] Assault on Grozny (2km) [Released]

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Zemciugas
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Re: [Map] Grozny (2km) [WIP]

Post by Zemciugas »

Looks awesome, although the TV station looks really out of place. Also wonder if it's ok to stack 2 buildings so they appear higher, that way you could have higher buildings and even make up a parliament building out of a few that way.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Does someone got an idea of how to fix this? I have tried everything, all different terrain tools up and down everything, it just doesn't move...
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@Zemciugas Yeah I know it might look bad atm, I'm not sure if and where I will use it yet. But I do think it's nice to have some buildings other than the apartments, there is some variety in real life aswell :P
rodrigoma
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Re: [Map] Grozny (2km) [WIP]

Post by rodrigoma »

Mrslobodan wrote:Does someone got an idea of how to fix this? I have tried everything, all different terrain tools up and down everything, it just doesn't move...
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@Zemciugas Yeah I know it might look bad atm, I'm not sure if and where I will use it yet. But I do think it's nice to have some buildings other than the apartments, there is some variety in real life aswell :P
you will have to get Photoshop or gimp with a plugin?? for that as I said before for you to get them.
Then you can edit the Raw file directly and edit the corner of the primary "heightmap" resolving that problem and probably others you will have with the heightmaps.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

[R-CON]rodrigoma wrote:you will have to get Photoshop or gimp with a plugin?? for that as I said before for you to get them.
Then you can edit the Raw file directly and edit the corner of the primary "heightmap" resolving that problem and probably others you will have with the heightmaps.

ah alright thanks. yeah I answered you, I was asking if you could tell me which version of photoshop and if you could give me a link to the plugin, but you never answered me :P
Pvt.LHeureux
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Re: [Map] Grozny (2km) [WIP]

Post by Pvt.LHeureux »

Or just put a big rock there :razz:
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

'[R-DEV wrote:Rudd;1882027']To quickly use another map's lighting you need that other map's sky.con to be unzipped in its folder in your pr_edit. Then go to the menu on the picture
https://dl.dropbox.com/u/1696532/preset.jpg
some questions:

1. If I want do do a quick lightmap, do I need to first set lighting?

2. Lets say I want Dragon fly lighting for now. Do I simply extract the Server.zip in the Pr_edit/Dragon Fly folder and then go to the menu in the picture?
Rudd
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Re: [Map] Grozny (2km) [WIP]

Post by Rudd »

1) I would set lighting first, just because the lighting will decide the sun's position, which in turn decides the orientation of your shadows. It just avoids the annoying mistake of teh sun accidentally being set somewhere silly.

2) yes, exactly
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Mineral
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Re: [Map] Grozny (2km) [WIP]

Post by Mineral »

also don't forget to change your terrainlight and objectlight files. These influence how the lightmaps will look. How dark,etc... Their default values always make everything screwed up for me :D Here are values that this tutorial recommends and are excellent to begin with :

terrain:
rem ******** Lightmap Generation Settings ********
if v_arg1 == BF2Editor

LightMapGeneration.init
LightMapGeneration.GILightsBaseDir 0/0.33/-0.66
LightMapGeneration.GILightsIntensity 0.33
LightMapGeneration.GILightsShadowIntensity 1
LightMapGeneration.GILightsFov 45
LightMapGeneration.UseGITopLight 1
LightMapGeneration.GITopLightIntensity 0.1
LightMapGeneration.GILightsViewDistance 10
LightMapGeneration.skyWhite 0.3
LightMapGeneration.numberOfGILights 8
LightMapGeneration.sunLightShadowIntensity 1
LightMapGeneration.sunLightFov 2
LightMapGeneration.sunLightIntensity 1

endIf
objectlight:
rem ******** Lightmap Generation Settings ********
if v_arg1 == BF2Editor

LightMapGeneration.init
LightMapGeneration.GILightsBaseDir 0/0.33/-0.66
LightMapGeneration.GILightsIntensity 0.33
LightMapGeneration.GILightsShadowIntensity 1
LightMapGeneration.GILightsFov 45
LightMapGeneration.UseGITopLight 1
LightMapGeneration.GITopLightIntensity 0.1
LightMapGeneration.GILightsViewDistance 10
LightMapGeneration.skyWhite 0.3
LightMapGeneration.numberOfGILights 8
LightMapGeneration.sunLightShadowIntensity 1
LightMapGeneration.sunLightFov 2
LightMapGeneration.sunLightIntensity 1

endIf
both files can be found in levelname/editor. You can simply overwrite them.
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waldov
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Re: [Map] Grozny (2km) [WIP]

Post by waldov »

Mrslobodan wrote:Progress:
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Map is coming along nicely many of the places look like they could create many unique fire fights(compared to other maps) which is a good thing. BTW i think the TV station isnt out of place in regards to the person who said it was. America isnt the only place with TV stations after all. im looking forward to the way the map develops as you get closer to the center of Grozny seeming as the heavier fighting will hopefully be there. Im no mapper but now again make sure to try and picture areas from the point of view of infantry, APCs, helicopters and pretty much anything else that will be in the map so you have a really good feeling for the areas your making. Great work as always.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

@Mineral: Thanks alot man :)

@Waldov: Yeah I also think it's really not a big problem if I have a few unique buildings like the TV-station, it will make the whole city more unique and I really don't want to make a city like Dragon fly with only one kind of buildings, I'm trying to make it as real as possible, with suburbs apartmentbuildings gasstation, construction site, power plant etc etc :) And yeah, constantly thinking of gameplay for all kinds of combat :P
Last edited by Ason on 2013-04-06 12:14, edited 1 time in total.
VapoMan
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Re: [Map] Grozny (2km) [WIP]

Post by VapoMan »

Mrslobodan wrote:Does someone got an idea of how to fix this? I have tried everything, all different terrain tools up and down everything, it just doesn't move...
http://i.imgur.com/vzT9mqk.jpg
I have the same problem with one of the corners of the map on Black Gold. I couldn't find anyway to fix it so I just put a bunch of rocks on top to hide it. Its in the corner of the map so no ones going to notice or care.

Image"Eight glorious sides and eight stunning angles!"Image
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Thansk for the advice guys :) Here is some new pictures, I also changed the lighting to Dragon fly :)
Village:
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Lumber mill:
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North city:
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Last edited by Ason on 2013-04-07 15:36, edited 1 time in total.
Rabbit
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Re: [Map] Grozny (2km) [WIP]

Post by Rabbit »

Its looking good. Few things though.

The building between the lumber mill and wooden vehicle cover thinging has no lightmaps for it, don't know if it will in 1.0 or not.

Did you pick that water color for a reason? Or do you plan on changing it later?

Looks like this takes place close to winter? Water puddles could be a nice feature.

Some static fields would be nice in the fields, even if they are dead crops.

The UG in your last picture looks rather high, not sure how dense it is though. General rule of thumb though is if you go prone and look through your sights UG should not block it.

I'd probably up a few dirt roads going around the lumber mill.

On page 13 you posted this

http://img.defencetalk.com/pictures/dat ... rozny.jpeg

You an see the road is sunken down a bit, and right now you village is pretty flat, might be a good idea for you to think the road down a bit more so it looks more like the reference.

Last one is you might want to remove some trees from around the lumber mill and replace them with stumps to make it feel like logging has been actually going one.

Its really coming together, good job.
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AfSoccer "I just don't see the natural talent."
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Rudd
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Re: [Map] Grozny (2km) [WIP]

Post by Rudd »

a nice trick is to take the objects that are the same and to rotate them around 2-5 degrees left or right to make ti look more natural rather than all aligned to the same direction, or if two of the same object are next to eachother then rotate one approx 180 degrees

less is more in the end, don't use 8 objects where 3-5 will do, you're going to have to lightmap this later and too many objects will bite you on the ***.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Thanks for the feedback guys, I agree with all the things you said, I will try to fix it :)

I haven't done anything on the water/river so It will be fixed with different color etc.

I tried sinking the road down but it wasn't easy, but I'll give it another try :)
Pvt.LHeureux
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Re: [Map] Grozny (2km) [WIP]

Post by Pvt.LHeureux »

Btw, what's with the fucked up LODs on the trees? Does it only do that in editor?
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Rabbit
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Re: [Map] Grozny (2km) [WIP]

Post by Rabbit »

Mrslobodan wrote:Thanks for the feedback guys, I agree with all the things you said, I will try to fix it :)

I haven't done anything on the water/river so It will be fixed with different color etc.

I tried sinking the road down but it wasn't easy, but I'll give it another try :)
If you double click on the spline, so it highlights each point, you can lower it then go to the resources bar and hit "apply spline". For best results find the road template you used, and find the size value, should be the first one. Add 2 then apply the spline, when all of them are applied low it back to whatever number you used.
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AfSoccer "I just don't see the natural talent."
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rodrigoma
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Re: [Map] Grozny (2km) [WIP]

Post by rodrigoma »

gx wrote:If you double click on the spline, so it highlights each point, you can lower it then go to the resources bar and hit "apply spline". For best results find the road template you used, and find the size value, should be the first one. Add 2 then apply the spline, when all of them are applied low it back to whatever number you used.
and then use smooth tool and uncheck "higher" or whatever that says do the left of the "lower" box, that way you will smooth the edges but maintain the road straight.
Last edited by rodrigoma on 2013-04-07 20:17, edited 1 time in total.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

gx wrote:If you double click on the spline, so it highlights each point, you can lower it then go to the resources bar and hit "apply spline". For best results find the road template you used, and find the size value, should be the first one. Add 2 then apply the spline, when all of them are applied low it back to whatever number you used.
Alright thanks, That was almost the way I tried it, but the edges became pointy and I tried to smooth it but the whole surface for the road got "bent" but I see now Rodrigoma came with a solution to that, I will try it like that, thanks guys! :)
waldov
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Re: [Map] Grozny (2km) [WIP]

Post by waldov »

Map looks really nice the quality is impressive and the ground pictures really help give me an idea of the map. i agree with the others you could probably cut down some of the trees around the lumber camp and reduce there number by a bit otherwise it might lag quite badly.
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