[Map] Assault on Grozny (2km) [Released]
- Ason
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Re: [Map] Assault on Grozny (2km) [WIP]
Hey, I just did a quick Terrain lightmap on low setting, and I just noticed this info in the bottom:
Average objects per sample: 29.0109
Max objects on sample: 29
Time: 52min 16sec
Samples rendered: 1048576
Samples/second: 334
Total number shadow pixels: 0
Total number of draw calls: 45778107
Total numer of polys: 2296297351
I just thought I'd ask if there is any useful info to see here, or any problems perhaps?Basically I'm just curious if everything looks good, I just thought it was weird that it says 0 shadow pixels, shouldn't it be more?
Average objects per sample: 29.0109
Max objects on sample: 29
Time: 52min 16sec
Samples rendered: 1048576
Samples/second: 334
Total number shadow pixels: 0
Total number of draw calls: 45778107
Total numer of polys: 2296297351
I just thought I'd ask if there is any useful info to see here, or any problems perhaps?Basically I'm just curious if everything looks good, I just thought it was weird that it says 0 shadow pixels, shouldn't it be more?
- Ason
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Re: [Map] Assault on Grozny (2km) [WIP]
I have been working a lot on the map so I just thought I'd show some editor pics before christmas ![Smile :)](./images/smilies/icon_e_smile.gif)
I expanded the city and remade almost the entire north city centre. I also removed a curve from the river inside the city to be able to expand the trainstation. I replaced the eastern trainstation with a industrial-type complex which has been turned into a defensive position. Those are the major changes. I only got a little bit left to build on the southeastern part of the city. I hope you like it, and as always advice and suggestions are appreciated![Smile :)](./images/smilies/icon_e_smile.gif)
Also one question, the static fields seem to create a plane shadow, should they be added after lightmapping?
New Minimap:
![Image](http://i.imgur.com/2WiHWhQ.jpg)
![Image](http://i.imgur.com/kyybthi.jpg)
![Image](http://i.imgur.com/JHGcMd5.jpg)
![Image](http://i.imgur.com/rr6uvV0.jpg)
![Image](http://i.imgur.com/r3tFncS.jpg)
![Image](http://i.imgur.com/nQx6GXb.jpg)
![Image](http://i.imgur.com/uFRzgDq.jpg)
![Image](http://i.imgur.com/iaSGD18.jpg)
![Image](http://i.imgur.com/Dromqmq.jpg)
![Image](http://i.imgur.com/saB8i2C.jpg)
![Image](http://i.imgur.com/X6e8UES.png)
![Image](http://i.imgur.com/Cs7Ujkh.jpg)
![Image](http://i.imgur.com/9MULCoY.jpg)
![Image](http://i.imgur.com/V2bUARE.jpg)
![Image](http://i.imgur.com/LytaCHy.jpg)
![Image](http://i.imgur.com/aUW69gL.jpg)
![Smile :)](./images/smilies/icon_e_smile.gif)
I expanded the city and remade almost the entire north city centre. I also removed a curve from the river inside the city to be able to expand the trainstation. I replaced the eastern trainstation with a industrial-type complex which has been turned into a defensive position. Those are the major changes. I only got a little bit left to build on the southeastern part of the city. I hope you like it, and as always advice and suggestions are appreciated
![Smile :)](./images/smilies/icon_e_smile.gif)
Also one question, the static fields seem to create a plane shadow, should they be added after lightmapping?
New Minimap:
![Image](http://i.imgur.com/2WiHWhQ.jpg)
![Image](http://i.imgur.com/kyybthi.jpg)
![Image](http://i.imgur.com/JHGcMd5.jpg)
![Image](http://i.imgur.com/rr6uvV0.jpg)
![Image](http://i.imgur.com/r3tFncS.jpg)
![Image](http://i.imgur.com/nQx6GXb.jpg)
![Image](http://i.imgur.com/uFRzgDq.jpg)
![Image](http://i.imgur.com/iaSGD18.jpg)
![Image](http://i.imgur.com/Dromqmq.jpg)
![Image](http://i.imgur.com/saB8i2C.jpg)
![Image](http://i.imgur.com/X6e8UES.png)
![Image](http://i.imgur.com/Cs7Ujkh.jpg)
![Image](http://i.imgur.com/9MULCoY.jpg)
![Image](http://i.imgur.com/V2bUARE.jpg)
![Image](http://i.imgur.com/LytaCHy.jpg)
![Image](http://i.imgur.com/aUW69gL.jpg)
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Re: [Map] Assault on Grozny (2km) [WIP]
Really nice work.
Couple things I noticed while looking at it. You should save the OG fields to a different layer, then deselect it when you run terrain lightmaps so you dont get black terrain. The other is the water, it looks really bad. I would find a picture of that river, and use the eyedropper to get the RGB values then make that your water color.
Couple things I noticed while looking at it. You should save the OG fields to a different layer, then deselect it when you run terrain lightmaps so you dont get black terrain. The other is the water, it looks really bad. I would find a picture of that river, and use the eyedropper to get the RGB values then make that your water color.
![Image](https://i.imgur.com/iTbFWsw.png)
AfSoccer "I just don't see the natural talent."
![Image](https://i.imgur.com/1M9i2Ew.png)
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Re: [Map] Assault on Grozny (2km) [WIP]
That's Awesome!
The color palette is epic but the terrain seems a bit dark in contrast to the sky
The color palette is epic but the terrain seems a bit dark in contrast to the sky
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Re: [Map] Assault on Grozny (2km) [WIP]
jesus christ that looks awesome bro, well done!
agreed you may want a slightly darker sky, I'd try the same sky as Shijia.
add your static fields to a gamemode layer without any gamemode/playersize set, then untick that layer to make it disappear, then re-lightmap the grids they were in to remove their shadows. You can select 'nearest' grid when starting the lightmap to re-lightmap only one individual grid, rather than every grid again.Also one question, the static fields seem to create a plane shadow, should they be added after lightmapping?
agreed you may want a slightly darker sky, I'd try the same sky as Shijia.
- Mineral
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Re: [Map] Assault on Grozny (2km) [WIP]
That's a really good job. You made a amazing atmosphere that I've not seen in many maps. With the statics available you really did a good job. I hope I can play this in PR at some point next year ![Wink ;)](./images/smilies/icon_e_wink.gif)
![Wink ;)](./images/smilies/icon_e_wink.gif)
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Re: [Map] Assault on Grozny (2km) [WIP]
Damn this map looks flippin amazing! Atmosphere wise it looks perfect, hopefully it plays out well it sure has the looks going for it. As for the sky i don't know if id make it too much darker i kinda like it the way it is at the moment. Only question how well does the FPS hold up? there must be an awful lot of objects.
- Ason
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Re: [Map] Assault on Grozny (2km) [WIP]
Thanks guys, I'm glad you like it ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Yeah, I haven't done anything to the water yet, I just picked a color that kinda looked good. To make the water look really good I need to make envmaps, but to do that needs to be done after lightmaps right? so I figured I just save that til after final lightmaps. Eyedropper, is that a tool in ps ? Unfortunately I got very little skills with ps atm:/
@Echo and Rudd: Yeah I also thought the sky was too bright, so now I tried with Shija valley like you said Rudd and I think it looks pretty good, I'll post some pics of it soon![Smile :)](./images/smilies/icon_e_smile.gif)
[quote=""'[R-CON"]Mineral;1969819']That's a really good job. You made a amazing atmosphere that I've not seen in many maps. With the statics available you really did a good job. I hope I can play this in PR at some point next year
[/quote]
Thanks Mineral, me too
a few more months if I work hard!
[quote="waldov""]Damn this map looks flippin amazing! Atmosphere wise it looks perfect, hopefully it plays out well it sure has the looks going for it. As for the sky i don't know if id make it too much darker i kinda like it the way it is at the moment. Only question how well does the FPS hold up? there must be an awful lot of objects.[/quote]
Either I go with a bright terrain and bright sky or dark terrain and dark sky, the darker choice seem to help create the brutal feeling but I'm not sure yet.
I got 14 000 objects atm, I'm guessing I will finish it at about 16 000-17 000. It's pretty smooth inside the city but we'll have to see after final lightmaps![Smile :)](./images/smilies/icon_e_smile.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Ah I see, and after I've done the lightmaps I put them back to layer 0 ?Rabbit wrote:Really nice work.
Couple things I noticed while looking at it. You should save the OG fields to a different layer, then deselect it when you run terrain lightmaps so you dont get black terrain. The other is the water, it looks really bad. I would find a picture of that river, and use the eyedropper to get the RGB values then make that your water color.
Yeah, I haven't done anything to the water yet, I just picked a color that kinda looked good. To make the water look really good I need to make envmaps, but to do that needs to be done after lightmaps right? so I figured I just save that til after final lightmaps. Eyedropper, is that a tool in ps ? Unfortunately I got very little skills with ps atm:/
@Echo and Rudd: Yeah I also thought the sky was too bright, so now I tried with Shija valley like you said Rudd and I think it looks pretty good, I'll post some pics of it soon
![Smile :)](./images/smilies/icon_e_smile.gif)
[quote=""'[R-CON"]Mineral;1969819']That's a really good job. You made a amazing atmosphere that I've not seen in many maps. With the statics available you really did a good job. I hope I can play this in PR at some point next year
![Wink ;)](./images/smilies/icon_e_wink.gif)
Thanks Mineral, me too
![Smile :)](./images/smilies/icon_e_smile.gif)
[quote="waldov""]Damn this map looks flippin amazing! Atmosphere wise it looks perfect, hopefully it plays out well it sure has the looks going for it. As for the sky i don't know if id make it too much darker i kinda like it the way it is at the moment. Only question how well does the FPS hold up? there must be an awful lot of objects.[/quote]
Either I go with a bright terrain and bright sky or dark terrain and dark sky, the darker choice seem to help create the brutal feeling but I'm not sure yet.
I got 14 000 objects atm, I'm guessing I will finish it at about 16 000-17 000. It's pretty smooth inside the city but we'll have to see after final lightmaps
![Smile :)](./images/smilies/icon_e_smile.gif)
Last edited by Ason on 2013-12-24 00:47, edited 1 time in total.
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Re: [Map] Assault on Grozny (2km) [WIP]
not required, as long as you don't select any gamemode options for that additional layer, the statics will be added to the staticobjects.con but won't interfere with any gamemodesAh I see, and after I've done the lightmaps I put them back to layer 0 ?
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Re: [Map] Assault on Grozny (2km) [WIP]
It looks AMAZING!
Maybe you could get the hotel retextured to make the top black/burned?
Would be cool if there was more destroyed statics in PR for this map![Sad :(](./images/smilies/icon_e_sad.gif)
Maybe you could get the hotel retextured to make the top black/burned?
Would be cool if there was more destroyed statics in PR for this map
![Sad :(](./images/smilies/icon_e_sad.gif)
![Image](http://i.imgur.com/532dh9O.jpg)
Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
- Ason
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Re: [Map] Assault on Grozny (2km) [WIP]
alright thanks rudd[R-DEV]Rudd wrote:not required, as long as you don't select any gamemode options for that additional layer, the statics will be added to the staticobjects.con but won't interfere with any gamemodes
![Smile :)](./images/smilies/icon_e_smile.gif)
thanks PvtIt looks AMAZING!
Maybe you could get the hotel retextured to make the top black/burned?
Would be cool if there was more destroyed statics in PR for this map
![Smile :)](./images/smilies/icon_e_smile.gif)
![Sad :(](./images/smilies/icon_e_sad.gif)
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Re: [Map] Assault on Grozny (2km) [WIP]
It looks great Mrslobodan, you have a keen eye for details.
Can't wait to try it out!
Can't wait to try it out!
''You can kill ten of my men for every one I kill of yours, but even at those odds, you will lose and I will win.''
- Ho Chi Minh
- Ho Chi Minh
- Ason
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Re: [Map] Assault on Grozny (2km) [WIP]
thanks matesalaminl wrote:It looks great Mrslobodan, you have a keen eye for details.
Can't wait to try it out!
![Smile :)](./images/smilies/icon_e_smile.gif)
I took some ingame pics of the new sky and light settings. Imo this one is alot better.
I will add a bit more fog so don't mind that.
![Image](http://i.imgur.com/5iD9yik.jpg)
![Image](http://i.imgur.com/YIFWeTr.jpg)
![Image](http://i.imgur.com/QHfY0uG.jpg)
![Image](http://i.imgur.com/aSn25h8.jpg)
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Re: [Map] Assault on Grozny (2km) [WIP]
Damn, this looks amazing! Can't wait to play it.
![Image](http://i.imgur.com/G0HdjbR.png)
"This is a great game to play if you want to masturbate and still accomplish something" - viirusiiseli
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Re: [Map] Assault on Grozny (2km) [WIP]
Aaah BMPs, so fitting for this map, love it! ^_^
![Image](http://i.imgur.com/532dh9O.jpg)
Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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- Ason
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Re: [Map] Assault on Grozny (2km) [WIP]
Thanks guys! ![Smile :)](./images/smilies/icon_e_smile.gif)
Btw I think I fixed the lines and X:es above the OG by simply changing the CloseDistPercentage value in the OG general tab. I don't think it matter what you change it to, but I changed it to 1. I'm 95% sure this solved it. If anyone is interested.
![Smile :)](./images/smilies/icon_e_smile.gif)
Btw I think I fixed the lines and X:es above the OG by simply changing the CloseDistPercentage value in the OG general tab. I don't think it matter what you change it to, but I changed it to 1. I'm 95% sure this solved it. If anyone is interested.
Last edited by Ason on 2013-12-25 12:19, edited 1 time in total.
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Re: [Map] Assault on Grozny (2km) [WIP]
You may have hidden it, with a possibly negative effect on performance. You need toanually repack the OG atlas so that the affected og does not have a bleed into the texture above it.Mrslobodan wrote:Thanks guys!
Btw I think I fixed the lines and X:es above the OG by simply changing the CloseDistPercentage value in the OG general tab. I don't think it matter what you change it to, but I changed it to 1. I'm 95% sure this solved it. If anyone is interested.
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Re: [Map] Assault on Grozny (2km) [WIP]
wow this map looks really awesome, keep up the great work!
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Re: [Map] Assault on Grozny (2km) [WIP]
Also, did you do a groundhemi? You'll need one to make solders and vehicles look the correct darkness