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

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

Post by Rabbit »

Mrslobodan wrote:Ok, I will give it a try now. So I want to get the Train station from Dovre, I copy the train_station folder from the Objects_client and put it into my PR_edit/Objects/Staticobjects/buildings folder. Then I copy the collisionmesh from the meshes folder in the train_station folder from Objects_server and copy the .tweak and .con file and paste them into the train_station folder in pr_edit?

Then I paste the textures into the pr_edit/objects/staticobjects/textures folder ?

EDIT: Ok i managed to get the stuff into the editor but they dont have any color, only the american "I want you" guy.
Because the client probably didnt merge with the server and you have no textures.

Just make a new folder, extract out the staticsobjects from both the client and server to that new folder, it will put it together properly. Then just delete all the objects you don't want then go into your pr_edit folder and merge both staticobject folders together.
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AfSoccer "I just don't see the natural talent."
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

okok only 1 question, at the end, to merge both staticobjects folder togheter, do i just drag the new folder onto the old on ?
Rudd
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Re: [Map] Grozny (2km) [WIP]

Post by Rudd »

yeah, they contain different files so they just merge
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Rabbit
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Re: [Map] Grozny (2km) [WIP]

Post by Rabbit »

Yes. Message to short.

Edit: Damn it rudd :D
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

okok thanks guys :)

Some questions, maybe someone can help me:

1. Is there no T-72 for Russian faction in PR ?

2. If there is no T-72 for russians do you think I should use the T-72 from MEC, or Russian T-90 ?

3. Do all T-72s have thermal sight(or whatever the right name is)? If not do you think they had thermal sights in Grozny 1995?

4. Is it possible and easy to remove thermal sight from vehicles?
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Mineral
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Re: [Map] Grozny (2km) [WIP]

Post by Mineral »

1/2. Russians use t90's in PR. But since your map is maybe it a time when they used T72,it might be worth getting somebody to retexture the MEC one for you to fit a russian T72 of that time.

3. T72 has thermal yes. You'll have to look that up if they had them back then. Check the wiki of the t72. might have the intel.

4. RDEV Moszeusz will be able to answer that better ;)
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Moszeusz6Pl
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Re: [Map] Grozny (2km) [WIP]

Post by Moszeusz6Pl »

Yes, I can remove thermal sights from vehicle quite easy.

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

Post by Dukuu_npanop »

Mrslobodan wrote:okok thanks guys :)

Some questions, maybe someone can help me:

1. Is there no T-72 for Russian faction in PR ?

2. If there is no T-72 for russians do you think I should use the T-72 from MEC, or Russian T-90 ?

3. Do all T-72s have thermal sight(or whatever the right name is)? If not do you think they had thermal sights in Grozny 1995?

4. Is it possible and easy to remove thermal sight from vehicles?
1. I had a retextured T-72 I also added the coat of arms of Ichkeria on the turret ;-) , but using it for Russians will be out of place as PR T-72's have not reactive armour bricks
2. Russian forces used several T-90 in the second assault of Grozny in 2000

PS.: Also If you are willing to reconstruct 1995 massacre you should retexture Russian kits, the other thing if it is 2000, then minor changes will do ;-)
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Thanks Moszeusz! Maybe you can explain how to do it aswell some day :)

@dukuuYeah, I'm looking at a bunch of different tanks in the editor atm and I don't see reactive armor bricks on any tank, so I guess we will have to do without that :/

the thing is I myself don't have the knowledge of how to change anything on objects like the coat of arms so I guess if ppl like the map and stuff those small details can come later.

I decided to make the map about 1995 since at that time the city wasn't totally messed up and since I don't have any static ruins I think it's better to go with 1995. Most of the destruction was after the 99/00 carpetbombing right ?
Last edited by Ason on 2013-08-05 14:21, edited 4 times in total.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Ok I managed to get the train station from Dovre into the editor with color and stuff, but when I try the map ingame it doesn't show:/
Rabbit
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Re: [Map] Grozny (2km) [WIP]

Post by Rabbit »

Mrslobodan wrote:Ok I managed to get the train station from Dovre into the editor with color and stuff, but when I try the map ingame it doesn't show:/
Take the objects_client and objects_server out of the map you took them from. Delete every other object you don't need from it, but keep the folders as "static_objects>pr (or whatever it is> your object) etc"

Then you need to make a client_archives and server_archives and add the lines so they know to load the new zips.

ex

client

Code: Select all

fileManager.mountArchive Levels/shikotan_island/common_client.zip Common
fileManager.mountArchive Levels/shikotan_island/objects_client.zip Objects
Server

Code: Select all

fileManager.mountArchive Levels/shikotan/objects_server.zip Objects
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Alright, thanks gx, maybe you could explain just a little bit more in details because I don't think I understand it fully.

1. I copy the objects_client and objects_server zip files from Dovre.

2. I extract both of these to the same folder called "Objects".

3. The train station is located in Objects/Staticobjects/buildings/train_station. This is the only static I need so I delete everything in the newly created "Objects" folder, but I keep the structure of the folder (Staticobjects/buildings/train_station), I then copy the staticobjectsfolder with only 1 folder inside called buildings and inside that is the train_station folder, and I paste it onto the pr_edit staticobjects folder which will merge it and make it go to the right place.

4. I copy the 3 .dds files called train_station in the folder "textures" inside the Objects from Dovre and put these in the texures folder of pr_edit objects.


How do I make archives and where should I add those lines?
Last edited by Ason on 2013-08-05 22:34, edited 3 times in total.
Rabbit
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Re: [Map] Grozny (2km) [WIP]

Post by Rabbit »

Mrslobodan wrote:Alright, thanks gx, maybe you could explain just a little bit more in details because I don't think I understand it fully.

1. I copy the objects_client and objects_server zip files from Dovre.

2. I extract both of these to the same folder called "Objects".

3. The train station is located in Objects/Staticobjects/buildings/train_station. This is the only static I need so I delete everything in the newly created "Objects" folder, but I keep the structure of the folder (Staticobjects/buildings/train_station), I then copy the staticobjectsfolder with only 1 folder inside called buildings and inside that is the train_station folder, and I paste it onto the pr_edit staticobjects folder which will merge it and make it go to the right place.

4. I copy the 3 .dds files called train_station in the folder "textures" inside the Objects from Dovre and put these in the texures folder of pr_edit objects.


How do I make archives and where should I add those lines?
You don't need to extract them, you can go into them in winzip and delete files. So that they only file in staticobjects is "buildings" and the only thing in buildings is train_station.

Then just made 2 notepad texts labeled client_archives and server_archives.

In client_archives copy and paste this in.
fileManager.mountArchive Levels/Grozny /objects_client.zip Objects

Copy this into your server_archives
fileManager.mountArchive Levels/Grozny /objects_server.zip Objects
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Ok, only 2 questions:

1.After I edit both Objects_client and Objects_server with winzip so only the train_station remains in building folder of both zips, should I just place the two .zip files into the pr_edit/objects folder?

2. where should I place the archives?
Rabbit
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Re: [Map] Grozny (2km) [WIP]

Post by Rabbit »

Mrslobodan wrote:Ok, only 2 questions:

1.After I edit both Objects_client and Objects_server with winzip so only the train_station remains in building folder of both zips, should I just place the two .zip files into the pr_edit/objects folder?

2. where should I place the archives?
All of it will sit directly in your main level folder so inside your "Grozny" folder where everything is.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

okok thanks for taking your time gx, I will try it tomorrow :)

Now another thing. I can't test my map anymore, I get the same error message as before only this time it's not parkbenches, it's corrugated fences :/ Would be really nice if someone could help me, when I got the error message about the parkbenches I had to delete all parkbenches and all OG and repaint it, I really don't want to do it again :(
I checked all fences and deleted the OG where it went into the fence.
I deleted my last made control point :/
I made some changes to terrain and OG and resaved it all.
but no change:/


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EDIt: Got it working after removing my last placed corrugated fence :)
Last edited by Ason on 2013-08-06 17:52, edited 1 time in total.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Hey guys, I made a little video to just give you an idea of how it's going with the map and how it will look.

Still no lightmaps, but hopefully the map will be done in a month or so.
I think I found the right name for the map, simply; Assault on Grozny. What do you think ?
Last edited by Ason on 2016-03-17 10:04, edited 1 time in total.
Rabbit
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Re: [Map] Grozny (2km) [WIP]

Post by Rabbit »

Looking really good, few things I saw though.

Afghan statics, don't use them.

villagewall_des, I would refrain from using them, but I guess they might not hurt.

Black UG? Was it like that because of the video? Or is it actually like that in game?

What is your OG count at?

Also, if you want any help polishing, help with a texture suffix questions or anything feel free to add me on xfire.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Thanks gx!

which afghan statics are you referring to ? Only the walls or did you see something else?
I got some ME buildings to get some variation.

The UG will be the right color after lightmaps, or atleast that's what I read somewhere.

OG count = about 15 000

I'll try to check out xfire if i notice my questions piling up, thanks :)
lucky.BOY
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Re: [Map] Grozny (2km) [WIP]

Post by lucky.BOY »

Those white snowy trees look out of place, I wouldnt use them.

There is something wrong with OG LOD switch distance?
And those lines on above the distant trees, doesnt that have something to do with OG atlas packing?

I think I saw some chinese walls in there? The ones with windows in them, dunno if they really are chinese. I dont think you should use both ME and chinese statics, possibly too many textures loaded.
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