[Map] Assault on Grozny (2km) [Released]
- Ason
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Re: [Map] Grozny (2km) [WIP]
Here is some new progress. I have started adding pavements in the city and also started working on the southern hills.
Hill, south side:
North side to give an idea of how high it will be compared to the city:
Hill, south side:
North side to give an idea of how high it will be compared to the city:
Last edited by Ason on 2013-04-10 00:49, edited 3 times in total.
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Re: [Map] Grozny (2km) [WIP]
Has such a depressing look to it; that's perfect. Keep it up.
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Re: [Map] Grozny (2km) [WIP]
Nice the atmosphere looks very good. The last picture looks to open though maybe add some bushes here and there as well as some fences,cars,craters,trash cans etc. to give it more of a living city feeling.
- Ason
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Re: [Map] Grozny (2km) [WIP]
Thanks guys, yes the last picture is overlooking southcity which I haven't started working on yet
Last edited by Ason on 2013-04-11 07:43, edited 1 time in total.
- Ason
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Re: [Map] Grozny (2km) [WIP]
Here is a tunnel I'm working on, I will cover the sides with walls so don't worry about terrainmorphing. my question is as you can see in the 2nd picture, the water is showing, will it be like that ingame aswell?
And my second question, on the river, when I zoom out as you also can see in the 2nd picture those concrete blocks on the sides dissapears after a certain distance, will it be like that ingame aswell?
And my second question, on the river, when I zoom out as you also can see in the 2nd picture those concrete blocks on the sides dissapears after a certain distance, will it be like that ingame aswell?
- Mineral
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Re: [Map] Grozny (2km) [WIP]
the water won't show I believe, that's an issue with the editor. But the objects you speak about yes, that's the way the different LOD's are coded up and they will disappear in the same way as it is in the editor. it's fixable but requires somebody to do it
- Ason
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Re: [Map] Grozny (2km) [WIP]
baah, spent soo much time on that river xd I believe those walls I used on the river are also in muttrah, do you think they were fixed only on that map and not put in the editor?MineralWouter wrote:the water won't show I believe, that's an issue with the editor. But the objects you speak about yes, that's the way the different LOD's are coded up and they will disappear in the same way as it is in the editor. it's fixable but requires somebody to do it
EDIT: Ah forgot about fog/viewdistance ingame, maybe that will save me, if not, the only one who will see them dissapear maybe is the AH pilots, but I think the viewdistance will save me there aswell.
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Re: [Map] Grozny (2km) [WIP]
the water won't show until you envmap the map I think, probably need to LM the terrain as well
note the LODs behave differently in the editor than they do ingame, if it's on Muttrah then I am willing to bet there isn't an issue
note the LODs behave differently in the editor than they do ingame, if it's on Muttrah then I am willing to bet there isn't an issue
- Ason
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Re: [Map] Grozny (2km) [WIP]
alright nice, thanks for the info[R-DEV]Rudd wrote:the water won't show until you envmap the map I think, probably need to LM the terrain as well
note the LODs behave differently in the editor than they do ingame, if it's on Muttrah then I am willing to bet there isn't an issue
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Re: [Map] Grozny (2km) [WIP]
What should the UG and OG viewdistance be set to ? And also where can I change it ?
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Re: [Map] Grozny (2km) [WIP]
when you activate the overgrowth or undergrowth tool, look above teh materials selection on the left, there is a 'general' tab, click that, in the tweakbar you'll gain lots more options including distances.
I prefer shorter UG distances, but if you can push out your UG it does look better, if you have a map with few bits of dense grass etc then longer is viable, if you have a map with lots of dense grass...shorter is better. It is a balancing act.
Og distance needs to be set to the VD or beyond to ensure trees are visible when you get nearer.
I prefer shorter UG distances, but if you can push out your UG it does look better, if you have a map with few bits of dense grass etc then longer is viable, if you have a map with lots of dense grass...shorter is better. It is a balancing act.
Og distance needs to be set to the VD or beyond to ensure trees are visible when you get nearer.
- Ason
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Re: [Map] Grozny (2km) [WIP]
Alright, thanks![R-DEV]Rudd wrote:when you activate the overgrowth or undergrowth tool, look above teh materials selection on the left, there is a 'general' tab, click that, in the tweakbar you'll gain lots more options including distances.
I prefer shorter UG distances, but if you can push out your UG it does look better, if you have a map with few bits of dense grass etc then longer is viable, if you have a map with lots of dense grass...shorter is better. It is a balancing act.
Og distance needs to be set to the VD or beyond to ensure trees are visible when you get nearer.
- Ason
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Re: [Map] Grozny (2km) [WIP]
The roads goes over the pavements when I zoom out, just like the water on my previous pic, will this disappear after I "build" the road? and also, when objects goes into eachother and "flimmer" is that what is called z fighting?
Last edited by Ason on 2013-04-11 21:56, edited 1 time in total.
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Re: [Map] Grozny (2km) [WIP]
About UG, if you use UG to make fields with high grass (the kind that you can't see over when crouch) you want to be carefull with it so people don't assume they're hiden while they're not beyond the UG view distance. Try to use the terrain to your advantage for that too.
Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
- Ason
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Re: [Map] Grozny (2km) [WIP]
roger that, If I set the OG viewdistance to the same as the "person viewdistance" do you think it will be too heavy ?Pvt.LHeureux wrote:About UG, if you use UG to make fields with high grass (the kind that you can't see over when crouch) you want to be carefull with it so people don't assume they're hiden while they're not beyond the UG view distance. Try to use the terrain to your advantage for that too.
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Re: [Map] Grozny (2km) [WIP]
OH YES, that would be WAY to much. If you have areas you want tall grass I suggest you check out the static grass/fields in the vegetation.Mrslobodan wrote:roger that, If I set the OG viewdistance to the same as the "person viewdistance" do you think it will be too heavy ?
There is a tut around here about painting them as UG and then converting them to OG, but I think that might be above your level.
AfSoccer "I just don't see the natural talent."
- Ason
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Re: [Map] Grozny (2km) [WIP]
Alright, I have thought of using the static fields but they are not the best solution to my fields since mine are mostly on hills, but I think I'll give it a try anyway.gx wrote:OH YES, that would be WAY to much. If you have areas you want tall grass I suggest you check out the static grass/fields in the vegetation.
There is a tut around here about painting them as UG and then converting them to OG, but I think that might be above your level.
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Re: [Map] Grozny (2km) [WIP]
Indeed. However you can making them into OG if you wish, and place them that way, however this way is not optimal, as there will be empty spaces some times, as this is just how the OG generates. It also going to add A LOT to your OG count.Mrslobodan wrote:Alright, I have thought of using the static fields but they are not the best solution to my fields since mine are mostly on hills, but I think I'll give it a try anyway.
Now painting them as UG is much better, however quite a bit more complicated.
https://www.realitymod.com/forum/f189-m ... ement.html
Last edited by Rabbit on 2013-04-12 13:57, edited 1 time in total.
AfSoccer "I just don't see the natural talent."
- Mineral
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