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

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

Post by Ason »

Nice, thanks rhino!
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Here are some pics of the latest stuff.
I'm having some trouble thinking of objects which can be placed on the roads to fill em up, so far I've got cars and wrecked tanks :P if you got any idea please share it :)
(I have no lightmaps atm so it might look a bit bright, also the new statics will be retextured I believe)
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I also tried to make the river like Litoralis advised me, don't know if it looks good or not but it's definetely better than before.
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Last edited by Ason on 2013-09-11 12:23, edited 1 time in total.
Microwaife
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Re: [Map] Grozny (2km) [WIP]

Post by Microwaife »

Ideas:
- Shell craters filled with rubble/water
- broken down trees, lampposts, street signs
- lots and lots of water ditches
- remake of this image somewhere?:
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- sandbag walls with chairs or so behind them and a campfire, etc. (looks like an abandoned fighting position)
- furniture here and there...
- tank barriers
can't find more atm.
Saw all this stuff in pictures and videos I looked up. So it's not fantasy stuff.

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

Post by Ason »

Microwaife wrote:- remake of this image somewhere?
thanks for the ideas, good stuff.
Yeah I had that exact idea, to remake that classic picture, I will see if I can find a nice spot :)
Rudd
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Re: [Map] Grozny (2km) [WIP]

Post by Rudd »

haven't checked on this for a while, liking what I'm seeing :)
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Rhino
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Re: [Map] Grozny (2km) [WIP]

Post by Rhino »

looks good, but you shouldn't be using these sandbags: http://i.imgur.com/gcs5gxh.jpg
and who's making you your statics out of interest?
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Yeah I noticed the sandbags were destroyable so I was planning to change them anyway :)
I got some statics from the Project Normandy team :)
Arc_Shielder
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Re: [Map] Grozny (2km) [WIP]

Post by Arc_Shielder »

[R-DEV]Rhino wrote:and who's making you your statics out of interest?
Those statics are from BGF mod that PN gave to him (belongs to a former dev that is in our team). What he forgot to mention is that those statics are in the process of being PR-tified texture wise as well as needing some optimization.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Arcturus_Shielder wrote:Those statics are from BGF mod that PN gave to him (belongs to a former dev that is in our team). What he forgot to mention is that those statics are in the process of being PR-tified texture wise as well as needing some optimization.

I didn't forget :(
(I have no lightmaps atm so it might look a bit bright, also the new statics will be retextured I believe)
Also Arcturus, I don't know if you got my PM or not, about the missing texture for the small ruins.
Arc_Shielder
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Re: [Map] Grozny (2km) [WIP]

Post by Arc_Shielder »

I have sent you the missing texture. If you mean if I got a reply after that, no.

PM again what the issue is.
LITOralis.nMd
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Re: [Map] Grozny (2km) [WIP]

Post by LITOralis.nMd »

12 pages of photos of Grozny , (though I think it's mostly 2nd battle of Grozny) (WARNING: GRAPHIC CONTENTS)
Chechen Battles: 1994-1995 | English Russia

inspiration:
Black Gold the "highway of death"
Kozelsk between D5 and E8, , also in H11, built up militia defenses , including abandoned camp fires,
Kozelsk between K4 and M4, the artillery trenches.
Gaza Beach F10, the single artillery emplacement, (but you could have it already destroyed)
Shijia has the Forest Fire in the D5 area, with burnt out trees, downed burnt out trees, and burnt ground,

As you have said, what mostly covered the roads in Grozny was mud, lots and lots of mud. That is not so easy to model in BF2. You'll need to be creative, good luck.
LITOralis.nMd
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Re: [Map] Grozny (2km) [WIP]

Post by LITOralis.nMd »

plywoodsheet1
plywoodsheet2
plywoodsheet3
corrogatedsheet1
corrogatedsheet2
corrogatedsheet3
xp1_controlbunker_door
xpack/military/xp1_terminaldoor_destroyed
xp2_plow_01
vegitation\asia\deadtree
sirfstar
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Re: [Map] Grozny (2km) [WIP]

Post by sirfstar »

If anyone has the skills, time and willing to finish (textures and exporting mostly) the presidental palace there is a max9 scene: http://up.5cm.ru/u/DyGQ/pp.max
It isn't Grozny without the presidental palace :)
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Last edited by sirfstar on 2013-09-12 13:49, edited 1 time in total.
titsmcgee852
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Re: [Map] Grozny (2km) [WIP]

Post by titsmcgee852 »

Link doesn't seem to work for me :(
sirfstar
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Re: [Map] Grozny (2km) [WIP]

Post by sirfstar »

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

Post by Ason »

Thanks litoralis :D
The pictures contain alot of info, but I will say to anyone wondering that I'm making my map based on 1994- january-february 1995(the time just after the maikop brigade) so at that point the city still had mostly intact buildings. Afaik the russians didn't use aircrafts/bombers in the first month/months.

It sure looks nice Sirfstar, would be awesome if someone could finish it. Btw is it an enterable building?
Last edited by Ason on 2014-01-15 12:09, edited 4 times in total.
Rhino
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Re: [Map] Grozny (2km) [WIP]

Post by Rhino »

sirfstar wrote:If anyone has the skills, time and willing to finish (textures and exporting mostly) the presidental palace there is a max9 scene: http://up.5cm.ru/u/DyGQ/pp.max
It isn't Grozny without the presidental palace :)
Image
Its a pretty cool building but it would need a lot of work to bring it into the game. It needs a hell of a lot of welding up for starters, in its current format it would first of all, waste a hell of a lot of lightmap space with lots of hidden face but worst of all, those hidden faces would zfight like crazy, mainly these bits:
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which at a distance:
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And zfighting is generally worse in BF2 than it is in max. Welding is its biggest issue but also needs smoothing groups defined and quite a bit of other stuff, as well as that rear bit I'm not sure what its meant to be excatly but ye, that would need finishing so a lot of work in all before it can start to be UVed to palettes.
Mrslobodan wrote:Btw is it an enterable building?
Its fully enterable, not really possible to make this static closed off which is tbh, a problem for its tri count but for one unique building, shouldn't be too much of a problem.

It should however be split up into a few bits for putting into a map so that for starters, you can split up the LMs but also have the LODs more manageable for the client so he isn't drawing lod0 for the top of the east side, when he's on the bottom of the west side for example.

From a mapper POV, I would define on your map where you want this static to be and put a few hotel buildings their as a place holder for the time being :)
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sirfstar
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Re: [Map] Grozny (2km) [WIP]

Post by sirfstar »

[R-DEV]Rhino wrote:Welding is its biggest issue
Seriously? :) Never knew that, for me it looks like a big waste of tris to make it welded instead of a single monolith part.
Anyway if anyone going to do anything, i don't care about credits and stuff like that so you are free.
Rhino
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Re: [Map] Grozny (2km) [WIP]

Post by Rhino »

Ye, welding dose mean a lot more tris, but at the end of the day tris are very cheap compared to wasted lightmap space and from a visual POV, zfighting can totally destroy the look of a model and the players immersion, especially on this scale.
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sirfstar
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Re: [Map] Grozny (2km) [WIP]

Post by sirfstar »

Btw, IIRC max does the welding automatically with boolean union type. Not like i've used this often but it does good.
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