[Map] Assault on Grozny (2km) [Released]
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
I don't know why but each time I start the editor these boxes reset to:
radius=5
damagewhenlost=50
Will the mod take care of that or do I need to edit all gpo's in the txt files?
radius=5
damagewhenlost=50
Will the mod take care of that or do I need to edit all gpo's in the txt files?
-
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Assault on Grozny (2km) [WIP]
I thought radius was a variable the editor was happy for us to mess with but if it resets to default it shouldn't cause issues tbh, what are you trying to achieve with changing those values?
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
With radius I would like to make the object spawn inside 1m radius and not 5m altough I've never seen it spawn any other place than where I placed it, it's more to be sure.[R-DEV]Rudd wrote:I thought radius was a variable the editor was happy for us to mess with but if it resets to default it shouldn't cause issues tbh, what are you trying to achieve with changing those values?
And with damagewhenlost I'm trying to set how many tickets should be lost when it is destroyed.
I read about these variables some time ago so I might be wrong on what they do?
-
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Assault on Grozny (2km) [WIP]
afaik the radiis setting is just the distance from the objectspawner which the game will register the asset to have 'left'. This is useful when spawning mulitple objects using the same objectspawner, e.g. you want a larger radiis if you allowed a helicopter to spawn more than 1 object, otherwise they might hit and explode eachother. This does not affect the location of the spawned object afaik. Leaving it on default is generally advisable.
the damagewhenlost, I don't even think that does anything. The number of tickets lost per asset is controlled using python coding accross the entire mod, it isn't done on a map by map basis afaik
the damagewhenlost, I don't even think that does anything. The number of tickets lost per asset is controlled using python coding accross the entire mod, it isn't done on a map by map basis afaik
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
Alright great, thanks rudd
-
- Posts: 31
- Joined: 2009-05-17 20:19
Re: [Map] Assault on Grozny (2km) [WIP]
Please don`t give up this map, it is among the best ones!
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
I won't give up, we'll soon see how good it istmzlifestyle wrote:Please don`t give up this map, it is among the best ones!
I'm trying to make a "perfect" minimap (https://www.realitymod.com/forum/f189-m ... nimap.html) but I'm stuck on step 5b...
I just need to know what settings to use in the batch window. Does someone know?
I tried to just set the sources from C:\ to C:\ and then the script starts and I see the minimap but I get this error:
Last edited by Ason on 2014-06-20 18:14, edited 1 time in total.
- Mineral
- Retired PR Developer
- Posts: 8533
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: [Map] Assault on Grozny (2km) [WIP]
I have something similar. Just press stop works for me Never really bothered to fix it or look into it. Works fine by pressing stop.
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
ah, I thought it was a longer process, thanks[R-DEV]Mineral wrote:I have something similar. Just press stop works for me Never really bothered to fix it or look into it. Works fine by pressing stop.
EDIT: here is the result, don't know why the upper right part is so bright :/
Last edited by Ason on 2014-06-20 18:31, edited 1 time in total.
-
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Assault on Grozny (2km) [WIP]
The Runways tend to be really bitchy about this, I'd just select it in photoshop and manually dial down the brightness
-
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [Map] Assault on Grozny (2km) [WIP]
All roads are always a different lighting to the terrain in the editor, not just the runway.
Simplest way to fix it for the runway is to manually select it and tone down the brightness, but for the roads the best way is to render a minimap with everything turned off, terrain, statics etc, but keeping roads left on and possibly changing the sky colour to something like bright orange, then its a simple process of taking that minimap, selecting all the orange parts, delete and then you have all the roads (minus their intersections thou) on one layer which you can easily tone down the brightness of together
Simplest way to fix it for the runway is to manually select it and tone down the brightness, but for the roads the best way is to render a minimap with everything turned off, terrain, statics etc, but keeping roads left on and possibly changing the sky colour to something like bright orange, then its a simple process of taking that minimap, selecting all the orange parts, delete and then you have all the roads (minus their intersections thou) on one layer which you can easily tone down the brightness of together
-
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [Map] Assault on Grozny (2km) [WIP]
Well his issue apparently is that his upper right quadrant is brighter than the rest of the minimap
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
Yes this was what I was talking about, I didn't even notice the runway was also bright.CroCop wrote:Well his issue apparently is that his upper right quadrant is brighter than the rest of the minimap
I will try my best to change the brightness of the runway, I'm afraid the roads will have to stay since I really don't got the skills with photoshop..
Also, is there any point in placing alot of Envmaps around the map? I just noticed all scopes (atleast all russian scopes) are transparent so there is no reflection in the scope, does this mean I just need 1 envmap to make the water look good or should I keep all my Envmaps just in case?
Last edited by Ason on 2014-06-21 12:28, edited 2 times in total.
-
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [Map] Assault on Grozny (2km) [WIP]
Ah just read Rudds comment
Just darken that corner till its in line with the rest? No idea why its brighter thou if you generated it as per my tut.
Just darken that corner till its in line with the rest? No idea why its brighter thou if you generated it as per my tut.
Not much photoshop skill needed in order to generate a minimap with just roads on it, then select the bg colour in PS, delete, slap on the top of your current minimap and darken that layer...Ason wrote:I will try my best to change the brightness of the runway, I'm afraid the roads will have to stay since I really don't got the skills with photoshop..
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
Alright I'll see if I can figure it out. I tried to follow your tut the best I could, but there are no pictures.[R-DEV]Rhino wrote:Ah just read Rudds comment
Just darken that corner till its in line with the rest? No idea why its brighter thou if you generated it as per my tut.
tbh I don't understand half of this, but I'll see what I can do.[R-DEV]Rhino wrote: Not much photoshop skill needed in order to generate a minimap with just roads on it, then select the bg colour in PS, delete, slap on the top of your current minimap and darken that layer...
Also, is there any point in placing alot of Envmaps around the map? I just noticed all scopes (atleast all russian scopes) are transparent so there is no reflection in the scope, does this mean I just need 1 envmap to make the water look good or should I keep all my Envmaps just in case?
Last edited by Ason on 2014-06-21 13:54, edited 3 times in total.
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
nvm1234567
Last edited by Ason on 2014-06-24 14:25, edited 3 times in total.
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
I'm trying to generate samples for a new static I found (apartment2) from Shijia Valley but I get this error...Every static that gave me this message so far didn't get correct samples.. Is there a way to get this working? Perhaps UV or padding values are wrong?
Also shouldn't this static already have sample files since it's already in PR??
Also shouldn't this static already have sample files since it's already in PR??
-
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: [Map] Assault on Grozny (2km) [WIP]
Are you lightmapping through the editor or max?
You don't need samples if you're doing 3ds max lightmaps.
One of the devs might be able to pass along the samples that 3ds generated, if not you might be out of luck
You don't need samples if you're doing 3ds max lightmaps.
One of the devs might be able to pass along the samples that 3ds generated, if not you might be out of luck
-
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Assault on Grozny (2km) [WIP]
PM AFsoccer just in case I think he made those apartments himself
-
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [Map] Assault on Grozny (2km) [WIP]
Simplest solution (with the best outcome), lightmap in 3DsMax.
If a static has a few bad LM UVs, BFMeshView won't generate a sample but LMing in 3DsMax will work with the errors, although if the error is really bad the outcome will be in max too but on the whole should be fine. Its most likley that the UV is outside the 1:1 border or something like that and as such, samples can't be made. If you insist on LMing in the editor then you would probably need to import the static into max and fix it up and re-export it, which tbh, is far more problematic than LMing in 3DsMax
If a static has a few bad LM UVs, BFMeshView won't generate a sample but LMing in 3DsMax will work with the errors, although if the error is really bad the outcome will be in max too but on the whole should be fine. Its most likley that the UV is outside the 1:1 border or something like that and as such, samples can't be made. If you insist on LMing in the editor then you would probably need to import the static into max and fix it up and re-export it, which tbh, is far more problematic than LMing in 3DsMax
Pretty sure GD made that ages ago but don't think he ever 100% finished it.[R-DEV]Rudd wrote:PM AFsoccer just in case I think he made those apartments himself