[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 »

[R-DEV]Rudd wrote: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.
Alright, so are you sure I need to repack it manually or only if it negatively effects performance?
Could you explain what "bleed into the texture above" means? :)
[R-DEV]Rudd wrote:Also, did you do a groundhemi? You'll need one to make solders and vehicles look the correct darkness
No, I never heard of groundhemi before, is there a tutorial of how to do it ?
PGT_Hubbard
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by PGT_Hubbard »

This map looks so grim and gloomy; it's perfect.
Rabbit
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rabbit »

Mrslobodan wrote: No, I never heard of groundhemi before, is there a tutorial of how to do it ?
Iirc it with lightmaps, should be the very bottom.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Rabbit wrote:Iirc it with lightmaps, should be the very bottom.
Thanks, I'll see if I can figure it out :)

EDIT: found it :)
Last edited by Ason on 2013-12-28 21:29, edited 1 time in total.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Is there some way to make a static not use woodland textures if I got woodland textures as CustomTextureSuffix in the Init? on most stuff I need woodland texture but on one it looks much better without it, so it would be awesome if I could just uncheck it or something.
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by CTRifle »

if it doesnt have a woodland texture, itll use the default. Idk if there is that option, but you could just take the texture and add it as a custom one with the woodlands suffix
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

CTRifle wrote:if it doesnt have a woodland texture, itll use the default. Idk if there is that option, but you could just take the texture and add it as a custom one with the woodlands suffix
Thanks! :)
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Hey guys, I found some really awesome buildings from Dovre. The thing is they are pretty big, so I'm just wondering if it's possible to make an estimate of which one of these buildings is most heavy on performance? would the big non-enterable be an improvement on performance compared to 2 smaller but enterable ones?

Also I'm wondering if there is some texture file or something which I can upload to let someone take a look at? I'm worried I'm using too many statics with different textures.
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Mineral
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Mineral »

There is no texture-usage-text-generator as far as I'm aware. Generally you should look at the 'folders' you are using :) Like if you use statics out of the 'muttrah buildings' folder, as well as the '__asia' statics as well as the,.... and so on. Then you are probably using a bit too many textures ;)

anyway, read this :https://www.realitymod.com/forum/f189-m ... mance.html

Enterables usually have higher triangle-counts, but it also matters how many materials they use. Meaning how many drawcalls, which seems to be a issue these days in 1.0 with all it's quality improvements :) Just compare the material usage,texture sizes and triangle counts for both statics. Check how the LODS are. The lower number(lower texture size, lower material count, lower triangle count) the better :) If you for example also have other buildings using the same texture then one of these, then that also matters.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Alright thanks Mineral. Is this useful for getting some of the info ?(from Bf2meshviewer)
from this it looks like the non-enterable is much "lighter" right?
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Mineral
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Mineral »

yes. Although it could use a lod or two more, in general it seems more optimized. Now i'm unaware of what texture it uses in material0, their size and all that. Neither do I know whether your map is having bad performance issues or if it uses other buildings with same textures. There's a lot to count to call something 'optimized'. But I'm sure you'll get it right :) Trust your instinct and logical sense.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

okok thanks for the help mineral :)

Now another problem, when I try the map ingame the ground is completely black:/ Does someone know what the cause of this could be?
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Last edited by Ason on 2013-12-29 21:14, edited 1 time in total.
LITOralis.nMd
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by LITOralis.nMd »

Delete your shaders cache. Start PRLauncher->Support->Utilities tab->Clear Shaders Cache->Click Perform Task button. Click Close. Play PR.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

[R-COM]LITOralis.nMd wrote:Delete your shaders cache. Start PRLauncher->Support->Utilities tab->Clear Shaders Cache->Click Perform Task button. Click Close. Play PR.
Didn't solve it, but I went into the editor again and resaved the terrain and now it works :) I think it got bugged when the editor crashed while saving earlier.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Hey guys, I got an idea for the map but I don't know if it's possible or how it could work out.

First of all I read this in the Mapping guidelines post:
"AAS32 is an alternative vehicle layout for AAS. This layer should only be used on large 4km maps where you have alot of options with vehicles or for a unique layout."

Is it possible/allowed to use this layer on my map ?

My idea is rather simple and not really a big deal. I'm thinking of giving the russians 1-3 vehicle depots inside the city to act as russian checkpoints.
This could make the AAS32 layer simulate the time after the russians captured most of the city. The vehicle depots would act as russian checkpoints which would just be an extra thing to the map, the flags would still exist and all the usual gameplay would go on just that the russians would have to think of these checkpoints and defend them (if they want).

I think it would be cool to have some real strategic/important areas to defend which would really offer something to the team defending it. Like there would be a real reason to defend it, which in this case is the vehicle depots.

The negative things that I have come up with so far is that perhaps russians would always have 100% health vehicles, and that's a rather big problem.
I thought of switching the vehicle depots to crates, but the value of the crates is too low to actually build up a defense around them.
(I will have to place the depots in hidden positions so vehicles can't stand inside them and shoot at enemies)


Would like to hear your opinions on this or maybe someone got a better idea of how to create a useful checkpoint for the russians, or maybe this won't work at all?


Here are some pics of how the checkpoints would look(with a little bit more defensive statics like sandbags,concrete barriers etc)
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

sounds like using vehicle depots to create artificially created strong points, I'm not sure that will work out well as what will happen is people will use the depots to spam certain weapons.

one thing I've learned is that no matter how hard you try and reward a specific strategy, the public community will often if not always ignore it. I would advise not tying the gameplay down to locations which are not obviously isolated and defensible (i.e. a good location is like basrah's VCP, Marlins UN compound etc)

personally, I wouldn't try and offer advice beyond that before seeing the map in action in a public game.

AAS32 is a good opportunity to provide an alternative gameplay style, so have some fun with it but I advise you make it very significantly different to 64
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

[R-DEV]Rudd wrote:sounds like using vehicle depots to create artificially created strong points, I'm not sure that will work out well as what will happen is people will use the depots to spam certain weapons.

one thing I've learned is that no matter how hard you try and reward a specific strategy, the public community will often if not always ignore it. I would advise not tying the gameplay down to locations which are not obviously isolated and defensible (i.e. a good location is like basrah's VCP, Marlins UN compound etc)
Yeah I guess you are right. Perhaps just building checkpoints with sandbags and barriers really nice will make people use it as a defensive position automatically even if there is no depot.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

I'm trying to learn how to get the minimap working ingame, but I've run into a problem..
At the beginning of the "perfect minimap tutorial" it says I need to do this:
Expand the "Miscellaneous" bit and in there you will see a bunch of boxes you can fill in. "CustomCommandFile1" put in "C:\Program Files\EA GAMES\Battlefield 2\makeMegaMap_1024x4.con"
The problem is I got BF2 through Origin so my path is:
"C:\Program Files (x86)\Origin Games\Battlefield 2 Complete Collection"
But it's too long so I can't write the entire thing in the CustomCommandFiles window. Is there some other way maybe a txt.file I can enter this to instead?
Last edited by Ason on 2014-01-02 01:07, edited 1 time in total.
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Mineral
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Mineral »

Place it somewhere else, that does fit :) Doesn't have to be in your BF2 folder. Or shorten the file name, like I did.

"C:\Program Files (x86)\Origin Games\Battlefield 2 Complete Collection\mm4k.con" or something similar :) Doesn't matter.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

[R-CON]Mineral wrote:Place it somewhere else, that does fit :) Doesn't have to be in your BF2 folder. Or shorten the file name, like I did.

"C:\Program Files (x86)\Origin Games\Battlefield 2 Complete Collection\mm4k.con" or something similar :) Doesn't matter.
ahh :D Thanks for the fast reply mineral!
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