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

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

Post by Ason »

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

Post by Ason »

I have been working a lot on the map so I just thought I'd show some editor pics before christmas :)
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 :)

Also one question, the static fields seem to create a plane shadow, should they be added after lightmapping?

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

Post by Rabbit »

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.
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Insanitypays
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Insanitypays »

That's Awesome!

The color palette is epic but the terrain seems a bit dark in contrast to the sky

"Go to Heaven for the climate, Hell for the company." -Mark Twain
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Rudd
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

jesus christ that looks awesome bro, well done!
Also one question, the static fields seem to create a plane shadow, should they be added after lightmapping?
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.

agreed you may want a slightly darker sky, I'd try the same sky as Shijia.
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Mineral
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Mineral »

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 ;)
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waldov
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by 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.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Thanks guys, I'm glad you like it :D
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.
Ah I see, and after I've done the lightmaps I put them back to layer 0 ?

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 :)

[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 :)
Last edited by Ason on 2013-12-24 00:47, edited 1 time in total.
Rudd
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

Ah I see, and after I've done the lightmaps I put them back to layer 0 ?
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
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Pvt.LHeureux
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Pvt.LHeureux »

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

Post by Ason »

[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
alright thanks rudd :)
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
thanks Pvt :) I'm afraid that would have to be made by someone else since I don't got the knowledge :(
salaminl
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by salaminl »

It looks great Mrslobodan, you have a keen eye for details.

Can't wait to try it out!
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

salaminl wrote:It looks great Mrslobodan, you have a keen eye for details.

Can't wait to try it out!
thanks mate :)

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.
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[FSA]IrRahman
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by [FSA]IrRahman »

Damn, this looks amazing! Can't wait to play it.
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Pvt.LHeureux
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Pvt.LHeureux »

Aaah BMPs, so fitting for this map, love it! ^_^
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Zemciugas
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Zemciugas »

Sweet baby jesus that looks amazing!
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

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.
Last edited by Ason on 2013-12-25 12:19, edited 1 time in total.
Rudd
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

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.
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.
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paul161616
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by paul161616 »

wow this map looks really awesome, keep up the great work!
Rudd
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

Also, did you do a groundhemi? You'll need one to make solders and vehicles look the correct darkness
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