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

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

Post by Rhino »

noooo :p

Boolean screws up the model loads.
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Doc.Pock
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Re: [Map] Grozny (2km) [WIP]

Post by Doc.Pock »

not the probools. they even work relatively well with subD
lucky.BOY
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Re: [Map] Grozny (2km) [WIP]

Post by lucky.BOY »

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Boolean in max 9 is anitchrist, basically. It has the unpleasant habbit to totally fuck up your mesh, I never use it, really.

EDIT: Ehm, you guys ninja'd my Inquisition. Burn! :D
Rhino
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Re: [Map] Grozny (2km) [WIP]

Post by Rhino »

Doc.Pock wrote:not the probools. they even work relatively well with subD
From what I've seen, the proboolean tools still can screw up the mesh quite a bit. For SubD models they are ok to use on ye but for low poly models going into a game engine, I still would strongly advise against using them.
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[FSA]IrRahman
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Re: [Map] Grozny (2km) [WIP]

Post by [FSA]IrRahman »

Will the Chechen faction be in this map?
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

It will be russians vs Militia, aka old chechen faction
Doc.Pock
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Re: [Map] Grozny (2km) [WIP]

Post by Doc.Pock »

[R-DEV]Rhino wrote:From what I've seen, the proboolean tools still can screw up the mesh quite a bit. For SubD models they are ok to use on ye but for low poly models going into a game engine, I still would strongly advise against using them.
last off topic, since max9 doesnt have pro anyway...

well merging meshes still works quite well and generally you dont have to spend as much time fixing geo it makes, compared to redoing it to account for zfighting :)

anyways, damn that building looks fun to make. hope you get a guy who gives it justice, as it has so much potential :)
Arc_Shielder
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Re: [Map] Grozny (2km) [WIP]

Post by Arc_Shielder »

You could probably make use of the small statics I sent you and remove the occasional russian apartment building to expand the city.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Arcturus_Shielder wrote:You could probably make use of the small statics I sent you and remove the occasional russian apartment building to expand the city.
Yeah, I've already started doing that :)
[FSA]IrRahman
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Re: [Map] Grozny (2km) [WIP]

Post by [FSA]IrRahman »

Mrslobodan wrote:It will be russians vs Militia, aka old chechen faction
"Militia" are not Chechens, they are some kind of European militia, not Chechens.
M60, Lee Enfield, SKS, Czech Skorpion, PPSh and few other weapons are not used by Chechen rebels. They don't wear gas masks, face camo and weird uniforms. Most typical Chechen rebel setup is AKS-74M with GP-25 and bakelite magazine from RPK-74, russian flora camo. Chechen faction should be added to game for maps with russia vs "militia" scenario ASAP (why was it removed?)
I can posts hundreds of photos and many videos of reference for Chechen faction from both 1st and 2nd Chechen war from my own source as well weapons and camos used by them, high quality photos of every part of AKS-74M and many more.
Rhino
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Re: [Map] Grozny (2km) [WIP]

Post by Rhino »

'[FSA wrote:IrRahman;1948887']"Militia" are not Chechens, they are some kind of European militia, not Chechens.
M60, Lee Enfield, SKS, Czech Skorpion, PPSh and few other weapons are not used by Chechen rebels. They don't wear gas masks, face camo and weird uniforms. Most typical Chechen rebel setup is AKS-74M with GP-25 and bakelite magazine from RPK-74, russian flora camo. Chechen faction should be added to game for maps with russia vs "militia" scenario ASAP (why was it removed?)
I can posts hundreds of photos and many videos of reference for Chechen faction from both 1st and 2nd Chechen war from my own source as well weapons and camos used by them, high quality photos of every part of AKS-74M and many more.
You can always put a team together to make the faction, or even do it yourself ;)
Last edited by Rhino on 2013-09-12 17:22, edited 3 times in total.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

'[FSA wrote:IrRahman;1948887']"Militia" are not Chechens, they are some kind of European militia, not Chechens.
M60, Lee Enfield, SKS, Czech Skorpion, PPSh and few other weapons are not used by Chechen rebels. They don't wear gas masks, face camo and weird uniforms. Most typical Chechen rebel setup is AKS-74M with GP-25 and bakelite magazine from RPK-74, russian flora camo. Chechen faction should be added to game for maps with russia vs "militia" scenario ASAP (why was it removed?)
I can posts hundreds of photos and many videos of reference for Chechen faction from both 1st and 2nd Chechen war from my own source as well weapons and camos used by them, high quality photos of every part of AKS-74M and many more.

I never said Militia faction was chechens. I will change the weapon loadout. Both faction will only get simple weapons with no scopes (except snipers). I will try to make it as accurate as possible, I can't do much more. I'm not going to make a whole new faction for one map. The Militia faction is good enough to represent chechen rebels imo. I agree gas masks are weird for a militia faction although I've never seen it myself, but I guess it was added in 1.0.
I agree with Rhino. I wanted a Grozny map so I'm doing my best to make it, you should make the chechen faction and then everything will be great.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

If I delete my lightmaps folder, will the editor create a new one the next time I generate lightmaps? Do you recommend deleting the lightmaps folder before re-generating?
Rabbit
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Re: [Map] Grozny (2km) [WIP]

Post by Rabbit »

Yes and Yes.
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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 »

Thanks Rabbit.

How can I generate LightmapAtlas.tai file? in my old lightmaps folder I had a subfolder called objects with that file but now I don't got it :/ I think I accidentally generated it the first time but I don't know how.
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Mineral
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Re: [Map] Grozny (2km) [WIP]

Post by Mineral »

it's when making atlas files. It isn't created when generating ligthmaps.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

[R-CON]Mineral wrote:it's when making atlas files. It isn't created when generating ligthmaps.
Alright, but how do I make a new atlas file? Because I get this message when loading.
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Mineral
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Re: [Map] Grozny (2km) [WIP]

Post by Mineral »

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Amok@ndy
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Re: [Map] Grozny (2km) [WIP]

Post by Amok@ndy »

dont think that this helps, that why you should never delete the lightmaps folder but the single lightmap files, i read this post yesterday and already thought that you would come up with this error, had no time to respond though.

solution: go to a different level copy the lightmapatlas.tai open it with a texteditor programm and delete all the listed objectlightmaps on the bottom, then change the level name and everything should be fine again
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Rhino
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Re: [Map] Grozny (2km) [WIP]

Post by Rhino »

I think if you tell it to generate a new atlas it should work, but andy is right you shouldn't delete the .tai file, just the .dds files.
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