[Map] Umm Qasr (4km) [WIP]

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Pvt.LHeureux
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Pvt.LHeureux »

[R-CON]sylent/shooter wrote:That parking lot is gonna lag like hell. If you are unaware the vehicle wreck statics are around 3000 tris each which means they are very detailed. Don't put a lot of them together in one place. In fact, limit how many you have on your map I'm general
How the f...? Why so many tris?!
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Umm Qasr (4km) [WIP]

Post by sylent/shooter »

Very detailed I guess. They can probably weren't optimized very well or at all. Think of them as little buildings

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Psyrus
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Psyrus »

[R-CON]sylent/shooter wrote:Very detailed I guess. They can probably weren't optimized very well or at all. Think of them as little buildings
Er they have final lods of 200-300 tris. They are fine to use, but like you said, try to spread them out a little.

But for example most m4 variants are 3-5000 tris in 3p LOD0&1, and if you have an APC (6000+)... a squad in the parking lot adds up to the same as 11 cars in the vicinity... so I think that parking lot would be ok... in most situations.
Rudd
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Rudd »

http://imageshack.us/a/img713/3026/diyg.jpg

have you used non-Ls on the outside and L hesco in the inside? seems pretty pointless, the enemy can climb up and shoot stuff inside...the non-L makes sense inside to prevent blast damage, the L shape keeps out the enemy.
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pr|Zer0
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Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

thats exactly what I was hoping for...to give the attacking team a chance to have a shot inside. Its not about making the VCP an airtight fortress.
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lucky.BOY
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Re: [Map] Umm Qasr (4km) [WIP]

Post by lucky.BOY »

But if you would build the VCP to be defensible, you would build it like Rudd said.
pr|Zer0
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Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

VCP stays as it is...enough with this pointless arguing. No one complained about hesco shape on kashan or basrah
Last edited by pr|Zer0 on 2013-06-27 10:17, edited 1 time in total.
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Rudd
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Rudd »

pr|Zer0 wrote:VCP stays as it is...enough with this pointless arguing. No one complained about hesco shape on kashan or basrah
actually I do, people complain all the time but replacing them with L statics isn't super simple without the original files.

but I know what you mean, you don't want indomitable fortresses.

the two main ways I've been adding attackable enterances to my hesco forts in my WiP maps is to 1) add the smallest sangar to the outside with a little tunnel bit protected by barbed wire, the enemy can get in through that tunnel by jumping or destroying the wire. 2) have a big explosion to create a hole, add a wreck of something appropriate like a van for insurency or a Jet wreck on AAS or just other debris and tadaaaaaa, realism meets gameplay.
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pr|Zer0
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Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

sure, I will look into it..
As of now, Id be happy to focus on rather fixing my broken statics firs then altering the "good " ones...Im a long way from gameplay testing.
Its been 3days 9hrs/day to replace unsuited statics/missplaced statics, and Im still unsure its 100% ok.
I will get one new version up, unaltered, and see whats goin on. In the meantime, I'll look for a way to implement your suggestion, ok?
oh, and to replace some statics, you dont need original road con or editor's gpo :P
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Rudd
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Rudd »

oh, and to replace some statics, you dont need original road con or editor's gpo :P
begging your pardon sir, consider what happens when you take a map without it's original lightmaps and then start moving/changing statics. This is where the difficulty lies.
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pr|Zer0
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Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

sure thing, forgot about bloody LM's...
Last edited by pr|Zer0 on 2013-06-27 16:11, edited 1 time in total.
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pr|Zer0
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Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

New version available - fixed some floaters, some misplaced statics, tweaked UG & OG viewdistance and some more.
https://www.dropbox.com/s/4u3g09pbbv5fyyv/uq_v3.rar
Password for the archive is test
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Rabbit
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Rabbit »

Took a quick look around, I have a lot of screens, so I will just do links to them.

Construction site is still a mess.

http://i.imgur.com/EW8dTE3.jpg

http://i.imgur.com/r360ERo.jpg

http://i.imgur.com/dby9ay5.jpg

http://i.imgur.com/C6dmzK3.jpg

Walls still not alined. Honestly, the suburbs dont look that great, and I would recommend redoing them completely.

http://i.imgur.com/FDiNEfU.jpg
Reference.


http://farm1.static.flickr.com/11/13591 ... e76f9b.jpg

The houses make no sense layout wise.

http://i.imgur.com/J0PzOHV.jpg

http://i.imgur.com/Y6MV6Ld.jpg

You have a lot of empty spaces in your level, that could use stuff. here even a wreaked tank static could do a lot and help inf advance as cover.

http://i.imgur.com/m33INHa.jpg

Most of the areas inside the blocks are empty, flat and poorly put together.

http://i.imgur.com/iBSzzQB.jpg

Lower left courtyard behind the white building, thats more along the lines of how it should look, buildings don't have to line the entire block. It will also open up your level and remove large buildings.

http://edlang.us/Downtown%20Baghdad%203.jpg

Stairs leading up a protective wall from the outside? And the is no way down on the other.

http://i.imgur.com/uF1eHWT.jpg

Again, empty, but a single wrecked car can help inf move.

http://i.imgur.com/lUmsSWq.jpg

Top tiling for the muttrah pavement needs adjusted, try 40-64 some where in there will be good.

http://i.imgur.com/UEEnikf.jpg

z fighting

http://i.imgur.com/L9JbmOJ.jpg

Road that leads no where

http://i.imgur.com/VEqN1iQ.jpg

Leading to a parking lot or even just parallel parking spots along the street would help it feel more than just a road to nothing.

UG seems placed without a rhyme or rhythm.

http://i.imgur.com/pAnLlj0.jpg

Its just in a lot of strange places and also coming over roads and through statics all through out the level.

Seems like quite a bit of things mentioned in previous feedback are still in the level.

http://i.imgur.com/sCCWcIk.jpg

Perfect example how you are using to many different sets of statics on your level, also mising wall post too.

http://i.imgur.com/Pv6yUZT.jpg

Still with more missing posts.

http://i.imgur.com/sdF7FoB.jpg

Either delete or come up with some sort of catwalk for the stairs to nothing.

http://i.imgur.com/sjgoiMZ.jpg

Floating and clipping.

http://i.imgur.com/jJz8UHG.jpg


http://i.imgur.com/DBYIJ9t.jpg

So empty, just 1 or 2 statics in each one goes a long way.

http://i.imgur.com/nD9gvr9.jpg

So empty, now when I mean empty I don't mean just static wise, even some sort of road lines that you find in harbors in other maps could go here and make it feel more complete.

http://i.imgur.com/EUR8Q6L.jpg

http://i.imgur.com/FtAAVAf.jpg

Same with this too, but you also have several parts of the dock fenced in, but not here, just strange.

http://i.imgur.com/FtAAVAf.jpg

Other notes, your normal scale on atleast some of your OG is still to high, set them no higher than .15

Add some sort of housing at the bunkers, and random statics inside the bunkers, it feels like hescos guarding trees right now.

What is your normal scale for the UG you have?
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Mineral
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Mineral »

question to zero and others who have tried. Is lightmapping in max faster then in the editor?
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sylent/shooter
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Re: [Map] Umm Qasr (4km) [WIP]

Post by sylent/shooter »

Yes... but it's a, excuse my language, ***** to set up and stuff. Also, if you don't have the 64bit version of max you'll need to define and allocate some extra processing memory to the computer. Terrain can't be lightmapped in 3ds Max either. It takes some getting used to and trial end error to get the right settings. I'd recommend using this tutorial here... Advanced Lightmapping Tutorial (using 3dsmax) - Official BF Editor Forums as it explains some stuff a bit better than the original one. However, if you don't know your way around 3ds Max it gets a little confusing. I'm going to be making a video tutorial covering the process.

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Mineral
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Mineral »

Yeah, read the tutorial. Did some basic modelling in the past and exported a bit so the 3dsmax9 part will be fine. Mostly wondering how hard is to fine-tune it and how fast it is. As I heard it's best to do the map in parts, so it doesn't stress the CPU too much so you can still use your pc in the meantime. Will probably test it on a small village on my map to test.

Also do trees need to be lightmapped if you do it in 3dsmax?
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Rudd
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Rudd »

Also do trees need to be lightmapped if you do it in 3dsmax?
no, trees never get lightmapped :) but you'll need to import any overgrowth objects that cast shadows on your statics along with the rest of your statics to 3dsmax, so if you have alot of OG it either takes alot of time to import, or a significant time to organise which trees are relevant :)
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lucky.BOY
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Re: [Map] Umm Qasr (4km) [WIP]

Post by lucky.BOY »

[R-CON]sylent/shooter wrote:Terrain can't be lightmapped in 3ds Max either
Isnt Qwiai river's terrain lightmapped in 3ds max? I vaguely remember Rhino posting a pic of detailed shadows cast by trees on ground, and stating that you couldnt get that with editor..
Rudd
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Rudd »

Terrain CAN be lightmapped in 3dsmax, (edit) 3ds max can produce faaaaaar better shadows if you wish. On the other hand...quick changes can be made in the editor and shadows of HQ aren't recognised by averages users imo.

I changed one tree? Ok, lightmap nearest sector...

in 3dsmax it's a bigger job; all depends on what level of quality you're willing to accept.
Last edited by Rudd on 2013-07-07 21:50, edited 1 time in total.
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Rhino
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Rhino »

[R-DEV]Rudd wrote:Terrain CAN be lightmapped in 3dsmax, the editor can produce faaaaaar better shadows if you wish.
I take it you mean max can produce far better shadows than the editor? :p
Even More Advances in 3DsMax LMing - Project Reality Forums
Normal Terrain Lightmaps with the BF2 Editor:
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3DsMax Terrain Lightmaps:
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And the sun lightmap files:

Normal Terrain Lightmaps with the BF2 Editor:
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3DsMax Terrain Lightmaps:
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As you can see, the shadows are overall more crisper but the main difference as you can see is with the overgrowth shadows and there transparent leaves, leaving a real solid shadow for the trunk and branches, and a much softer shadow for the leaves instead of the huge hard shadow from the entire tree before :D
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[R-DEV]Rudd wrote:I changed one tree? Ok, lightmap nearest sector...

in 3dsmax it's a bigger job; all depends on what level of quality you're willing to accept.
It isn't excatly a "bigger job", more that its a much more complicated job to setup, since it by far isn't an easy task to set the terrain up for LMing as its a very manual one right now and unlikely someone is going to make a script to do it.

Its also possible to render a single patch, like you would in the editor in 3DsMax, but that's only after its all setup and then you have the problems of importing a single change etc but you have that problem with LMing objects in max too, but providing you only LM once your map is 99% done, then unless something massive was missed you won't need to re-LM the entire time which not only wastes loads of time, but also means you have lots of different versions of your LMs hanging about which might not match your light settings or the objects surroundings etc.
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