[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 »

Can I place more than one cache in the same building? I mean will python(?) know the distance between caches so there won't be 2 unknown caches in the same building?
BroCop
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by BroCop »

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

Post by Ason »

Thanks Crocop :)

I'm trying to fix sample files for some objects but I don't know if I'm doing it right..When I zoom in and out the shadow instantly changes:/ ( I made the samples for the building to the right, as I'm sure you see) Someone please help me :(
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I used these settings on all four LODs:
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and these are the files I got:
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Could it perhaps be a problem with the model itself?

Also another question. If I generate objects lightmaps and then change some objects (move them a bit and stuff) will the entire thing need to be redone? I mean I know the shadows will turn out wrong but will no shadows show up at all on the map because I moved two objects?
Last edited by Ason on 2014-05-22 20:18, edited 6 times in total.
Rudd
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

Also another question. If I generate objects lightmaps and then change some objects (move them a bit and stuff) will the entire thing need to be redone? I mean I know the shadows will turn out wrong but will no shadows show up at all on the map because I moved two objects?
the lightmap file would need to be renamed to take the new location into account
Often it's easier to just redo the LM

be warned, old lightmaps are not deleted by the editor and you need to remove them with this tool
http://www.bytehazard.com/bfstuff/bf2lmdel.zip, or they'll be included in the atlas but not used

re hotel Jala, isn't there already samples for it? Sometimes BF2 meshviewer cannot quiet get a static right (e.g. most of the xpack ones)
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

'[R-DEV wrote:Rudd;2007421']the lightmap file would need to be renamed to take the new location into account
Often it's easier to just redo the LM

be warned, old lightmaps are not deleted by the editor and you need to remove them with this tool
http://www.bytehazard.com/bfstuff/bf2lmdel.zip, or they'll be included in the atlas but not used
I see. Could you just tell me a little bit of how to use that tool?
That's only for cases like this where only single objects were re-generated right? If I want to re-generate everything from scratch I just have to delete the lightmaps folder?
[R-DEV]Rudd wrote: re hotel Jala, isn't there already samples for it? Sometimes BF2 meshviewer cannot quiet get a static right (e.g. most of the xpack ones)
I looked in the folder where the static and collision -mesh was but there was no samples, could they be somewhere else? I think there was only for the non-destroyed version because after the editor was done generating that building had no shadows :/

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

Post by Rudd »

I see. Could you just tell me a little bit of how to use that tool?
iirc, pop the .exe into your lightmaps/objects folder then run the editor, click compile, lightmaps, check lightmap folder, it'll have alot of red text saying some bollocks about the files saying that they are open or deleted or something

run the .exe from the lightmap deleter and copy and past that red text into it, the .exe will move all those folders to a lightmaps/objects/deleted folder BUT then you have to move that folder somewhere safe because the editor will still try to use them afaik!
That's only for cases like this where only single objects were re-generated right? If I want to re-generate everything from scratch I just have to delete the lightmaps folder?
yea
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Arab
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Arab »

Looks awesome! Keep it up
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Does someone know if these are the correct settings for making lightmap samples? And should I generate samples for all LOD levels?
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Last edited by Ason on 2014-05-24 14:31, edited 2 times in total.
lucky.BOY
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by lucky.BOY »

They look all right, but the static needs proper lightmap UVs or the bfmeshview cant do much. Also the size values depend on how big and complex the static is and if it does have square or rectangular LM texture sheet.

For a big static like this i would probably go for 512x512 for start, but it depends on the UVs also.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

lucky.BOY wrote:They look all right, but the static needs proper lightmap UVs or the bfmeshview cant do much. Also the size values depend on how big and complex the static is and if it does have square or rectangular LM texture sheet.

For a big static like this i would probably go for 512x512 for start, but it depends on the UVs also.
okok thanks lucky.

Another question, some of the caches explode right after I spawn. Do I need to place them slightly above ground/floors or something?
Last edited by Ason on 2014-05-24 19:14, edited 2 times in total.
Rudd
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

Another question, some of the caches explode right after I spawn. Do I need to place them slightly above ground/floors or something?
could you post the settings you have for them? They shouldn't explode from being placed inside other objects or something.

This is how they are on Black Gold
rem [ObjectSpawnerTemplate: cpname_black_gold_insurgency64_insurgentmain_36]
ObjectTemplate.create ObjectSpawner cpname_black_gold_insurgency64_insurgentmain_36
ObjectTemplate.activeSafe ObjectSpawner cpname_black_gold_insurgency64_insurgentmain_36
ObjectTemplate.modifiedByUser "Vaughn"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ammocache
ObjectTemplate.minSpawnDelay 99999
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Militia is team 2. Do I need to remove every line that ends with 0, manually in the textfile?
rem [ObjectSpawnerTemplate: cpname_grozny_first_insurgency64_chechenhideout_ammocache_10]
ObjectTemplate.create ObjectSpawner cpname_grozny_first_insurgency64_chechenhideout_ammocache_10
ObjectTemplate.activeSafe ObjectSpawner cpname_grozny_first_insurgency64_chechenhideout_ammocache_10
ObjectTemplate.modifiedByUser "Robin"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 ammocache
ObjectTemplate.minSpawnDelay 99999
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.TimeToLive 0
ObjectTemplate.Distance 0
ObjectTemplate.team 2
ObjectTemplate.teamOnVehicle 1
Rudd
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

yeah
ObjectTemplate.TimeToLive 0
that'll definitely self destruct the ammocache, this setting blows up abandoned vehicles, so that they can respawn back at main, in PR we use this just to ensure boats return to the carrier
ObjectTemplate.Distance 0
this is the distance a vehicle has to move before the server thinks it needs to respawn a new one (dependent on timer and number of spawned objects)

so yea, I would just use notepad or whatever software to

find
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.TimeToLive 0
ObjectTemplate.Distance 0
ObjectTemplate.team 2

replace all
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.team 2
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

[R-DEV]Rudd wrote: so yea, I would just use notepad or whatever software to

find
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.TimeToLive 0
ObjectTemplate.Distance 0
ObjectTemplate.team 2

replace all
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.team 2
Ah, I didn't think of that, thanks :)

I'm trying to test the map on local network with 2 computers but It doesn't show up in the server list for the joining computer. I tried other maps and they work fine, so I'm thinking I forgot some line in the init or something..
I handpacked the map once before and then it worked fine. I compared the backup of the handpacked one with the current one but I can't see any errors.
This time I used level renamer to pack it but everything looks alright..
Does someone know what I forgot?
Last edited by Ason on 2014-05-25 20:14, edited 1 time in total.
Rudd
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

if it's not coming up in the server list then its probably something to do with how your computers are connected or something, if there was something wrong with the map it should crash rather than not appear afaik
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by piepieonline »

Only gpm_cq and gpm_coop will show in the local server browser (Hardcoded). Your best bet is probably just join by IP.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

[R-DEV]piepieonline wrote:Only gpm_cq and gpm_coop will show in the local server browser (Hardcoded). Your best bet is probably just join by IP.
Tried that aswell :( I'll try to pack it with the script and by hand, then i'll see what happens.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

I get this when I try unpacked version, crashes around 46%. I think it just started happening after the latest patch.. Someone know fix?
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Amok@ndy »

yeah remove the 30x30 waterplane until the next patch, issue should be fixed then
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

okok thanks :)
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