![Smile :)](./images/smilies/icon_e_smile.gif)
[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]
Thanks guys, talked to AF about it. I'll try to learn 3dsmax as soon as I got the time and energy ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
-
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [Map] Assault on Grozny (2km) [WIP]
I would advise that before you start LMing, especially if you are LMing in 3DsMax, to ensure your map is pretty much final with getting it reviewed by a Dev mapper and doing at least one play testing event (I'm sure a few servers would be happy to help out, balance of the map isn't too critical at this time but it will give you an idea of what needs to be done to balance the map), as lots of issues are bound to pop up in both which will require you to move stuff around, get rid of stuff and remake areas etc which would result in you having to re-LM if you already have.
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
Yeah I noticed that, Rabbit sent me a list of things that needed to change so I had to re-lightmap quite a bit.. But now I got the map fully lightmapped (with editor) So now I just need to get it optimized and sent to wicca for the test event'[R-DEV wrote:Rhino;2019180']I would advise that before you start LMing, especially if you are LMing in 3DsMax, to ensure your map is pretty much final with getting it reviewed by a Dev mapper and doing at least one play testing event (I'm sure a few servers would be happy to help out, balance of the map isn't too critical at this time but it will give you an idea of what needs to be done to balance the map), as lots of issues are bound to pop up in both which will require you to move stuff around, get rid of stuff and remake areas etc which would result in you having to re-LM if you already have.
![Smile :)](./images/smilies/icon_e_smile.gif)
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
Hey guys! When I want to complete my roads:
Should I first delete the stuff in the folder and then open the map in the editor or should I do it while the map is already open?
And then I just press "Build All Final Roads" and save?
Also, is there someone who would like to help me optimize my OG and UG atlases before I send the map to testing?
I tried to do it a while ago but the pictures were not updated in the tutorial and now I just want to get the map finished as soon as possible. So I would really appreciate it if someone could help me![Smile :)](./images/smilies/icon_e_smile.gif)
Should I first delete the stuff in the folder and then open the map in the editor or should I do it while the map is already open?
And then I just press "Build All Final Roads" and save?
Also, is there someone who would like to help me optimize my OG and UG atlases before I send the map to testing?
I tried to do it a while ago but the pictures were not updated in the tutorial and now I just want to get the map finished as soon as possible. So I would really appreciate it if someone could help me
![Smile :)](./images/smilies/icon_e_smile.gif)
-
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Assault on Grozny (2km) [WIP]
dont care about AtlasOptimisation as we have a tool for doing this, if you map will get offcially released the Devs will take care of this
![Image](https://dl.dropbox.com/u/10414675/New%20Era%20Warfare%20Signaturen/amokandy-signature-pr.png)
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
I got a question about lightmaps. I got a tree and a house, the tree is casting its shadow on the house and the ground.
If I remove the tree and then use the "missing-lightmaps-remover-tool" will it remove the shadow from both the ground and the house?
Basically do I need to re-lightmap all objects that has old shadows from non-existing objects on them or will they automatically dissappear from those objects when I use the lightmaps-remover tool?
If I remove the tree and then use the "missing-lightmaps-remover-tool" will it remove the shadow from both the ground and the house?
Basically do I need to re-lightmap all objects that has old shadows from non-existing objects on them or will they automatically dissappear from those objects when I use the lightmaps-remover tool?
-
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [Map] Assault on Grozny (2km) [WIP]
You will manually need to re-Lightmap anything that has its shadow changed. All the missing lightmaps remover tool dose is compare your statics and their locations to the lightmaps that are generated which also has that info in their name, and if there is no static of that type in the location of xxx lightmap, then it deletes that LM.
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
I see, so if there is no tree in the location of xxx the "tree-shadow" will be removed from the walls and roof of the house?[R-DEV]Rhino wrote:You will manually need to re-Lightmap anything that has its shadow changed. All the missing lightmaps remover tool dose is compare your statics and their locations to the lightmaps that are generated which also has that info in their name, and if there is no static of that type in the location of xxx lightmap, then it deletes that LM.
the reason I'm asking is because I want to remove some trees inside the city, but first I want to know if I can just delete all the trees I don't want (perhaps 100-150 of them) and then just delete the missing lightmaps without having to re-lightmap all the other objects that has shadows from the removed trees..
Also, has the militia_AT technical been removed from the game? It doesn't show up ingame, only the militia_MG technical..
-
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Assault on Grozny (2km) [WIP]
as rhino said, if you remove an object causing an shadow on a other object you will have to recreate the lightmaps of the 2nd mentioned
![Image](https://dl.dropbox.com/u/10414675/New%20Era%20Warfare%20Signaturen/amokandy-signature-pr.png)
-
- Posts: 627
- Joined: 2011-03-17 11:46
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
That's weird, doesn't show up ingame for me:/ I'll see if I can figure it out..Microwaife wrote:Militia at technical is still ingame. Its on fools road.
edit:nvm.
Last edited by Ason on 2014-08-27 07:28, edited 2 times in total.
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
EDIT: Fixed it by either adding the weird icons before and after the ID's or because I changed the same names across the layers.
Hey guys. I'm having some problems with map localisation...
I have created the .utxt file called assault_on_grozny.utxt.
I got it working before but now after I changed the name of the map with LevelRenamer I can't.. The map name shows up correctly on the maplist and loadingscreen but all the CPs have the long and ugly names...
I've looked in the gamemodes folder and all CPs have the old names (grozny_first, which was the original name of the map) so this should work no?
And I've checked it many times for errors but I can't find anything wrong and if I remember correctly even if there is some typo it should only affect that single CP-name.
EDIT: I also tried changing the CP names from 'cpname_grozny_first...' to cpname_assault_on_grozny' but no change :/
I found this:
https://www.realitymod.com/forum/f189-m ... ation.html
EDIT: Fixed it by either adding the weird icons before and after the ID's or because I changed the same names across the layers.
Hey guys. I'm having some problems with map localisation...
I have created the .utxt file called assault_on_grozny.utxt.
I got it working before but now after I changed the name of the map with LevelRenamer I can't.. The map name shows up correctly on the maplist and loadingscreen but all the CPs have the long and ugly names...
I've looked in the gamemodes folder and all CPs have the old names (grozny_first, which was the original name of the map) so this should work no?
And I've checked it many times for errors but I can't find anything wrong and if I remember correctly even if there is some typo it should only affect that single CP-name.
EDIT: I also tried changing the CP names from 'cpname_grozny_first...' to cpname_assault_on_grozny' but no change :/
Code: Select all
HUD_LEVELNAME_assault_on_grozny Assault on Grozny
cpname_grozny_first_aas64_russianmain Russian Main
cpname_grozny_first_aas64_airport Airport
cpname_grozny_first_aas64_presidential_palace Presidential Palace
cpname_grozny_first_aas64_minutka_square Minutka Square
cpname_grozny_first_aas64_east_city East City
cpname_grozny_first_aas64_khankala Khankala
cpname_grozny_first_aas64_waterplant Waterplant
cpname_grozny_first_aas64_chechenmain Chechen Main
cpname_grozny_first_aas64_outskirts Outskirts
cpname_grozny_first_aas64_alkhan_kala Alkhan Kala
cpname_grozny_first_aas64_train_station Train Station
cpname_grozny_first_aas64_south_city_entrance South City Entrance
cpname_grozny_first_aas64_checkpoint1 Checkpoint 1
cpname_grozny_first_aas64_checkpoint2 Checkpoint 2
cpname_grozny_first_aas64_checkpoint3 Checkpoint 3
cpname_grozny_first_aas64_checkpoint4 Checkpoint 4
cpname_grozny_first_aas64_checkpoint Checkpoint
cpname_grozny_first_aas64_checkpoint5 Checkpoint 5
cpname_grozny_first_aas32_rumain RU Main
cpname_grozny_first_aas32_staropromyslovskoyeblvd Staropromyslovskoye Blvd.
cpname_grozny_first_aas32_centralpark Central Park
cpname_grozny_first_aas32_presidentialpalace Presidential Palace
cpname_grozny_first_aas32_northcity North City
cpname_grozny_first_aas32_southcity South City
cpname_grozny_first_aas32_southcityentrance South City Entrance
cpname_grozny_first_aas32_chechenmain Chechen Main
cpname_grozny_first_skirmish16_chechenbase Chechen Base
cpname_grozny_first_skirmish16_presidentialpalace Presidential Palace
cpname_grozny_first_skirmish16_ruins Ruins
cpname_grozny_first_skirmish16_checkpoint Checkpoint
cpname_grozny_first_skirmish16_russianbase Russian Base
cpname_grozny_first_skirmish32_chechenbase Chechen Base
cpname_grozny_first_skirmish32_khankala_east Khankala East
cpname_grozny_first_skirmish32_barn Barn
cpname_grozny_first_skirmish32_stronghold Stronghold
cpname_grozny_first_skirmish32_khankala_west Khankala West
cpname_grozny_first_skirmish32_russianbase Russian Base
cpname_grozny_first_insurgency64_chechenhideout Chechen Hideout
cpname_grozny_first_insurgency64_russianmilitarybase Russian Military Base
https://www.realitymod.com/forum/f189-m ... ation.html
So for example I can't have the same name twice in aas64 or I can't have the same name twice at all in the map? Because now I got some CPs with the same names/ID across layers..Also, don't have 2 cpnames with the same id, it will screw things up obviously
EDIT: Fixed it by either adding the weird icons before and after the ID's or because I changed the same names across the layers.
Last edited by Ason on 2014-09-12 10:04, edited 6 times in total.
-
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Assault on Grozny (2km) [WIP]
localisations have to be in the right format. if you use Tabulator to get the spacers you will screw everything up. also dont use Wordpad but notepad++ or a similar tool.
easiest way is to open up an existing localisation file and deleting all unneccesary lines and just leave like 10 or how many you need and replace the text and make sure you keep the right spacing with simple space characters
easiest way is to open up an existing localisation file and deleting all unneccesary lines and just leave like 10 or how many you need and replace the text and make sure you keep the right spacing with simple space characters
![Image](https://dl.dropbox.com/u/10414675/New%20Era%20Warfare%20Signaturen/amokandy-signature-pr.png)
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
Yeah I think I got it working, atleast it works for me in local. It also seems to work to have the same ID across layers. This is how it looks like, for some reason I can't copy those -++ signs:[R-DEV]Amok@ndy wrote:localisations have to be in the right format. if you use Tabulator to get the spacers you will screw everything up. also dont use Wordpad but notepad++ or a similar tool.
easiest way is to open up an existing localisation file and deleting all unneccesary lines and just leave like 10 or how many you need and replace the text and make sure you keep the right spacing with simple space characters
Code: Select all
HUD_LEVELNAME_assault_on_grozny Assault on Grozny
cpname_assault_on_grozny_aas64_russianmain Russian Main
cpname_assault_on_grozny_aas64_airport Airport
cpname_assault_on_grozny_aas64_presidential_palace Presidential Palace
cpname_assault_on_grozny_aas64_minutka_square Minutka Square
cpname_assault_on_grozny_aas64_east_city East City
cpname_assault_on_grozny_aas64_khankala Khankala
cpname_assault_on_grozny_aas64_waterplant Waterplant
cpname_assault_on_grozny_aas64_chechenmain Chechen Main
cpname_assault_on_grozny_aas64_outskirts Outskirts
cpname_assault_on_grozny_aas64_alkhan_kala Alkhan Kala
cpname_assault_on_grozny_aas64_train_station Train Station
cpname_assault_on_grozny_aas64_south_city_entrance South City Entrance
cpname_assault_on_grozny_aas64_checkpoint1 Checkpoint 1
cpname_assault_on_grozny_aas64_checkpoint2 Checkpoint 2
cpname_assault_on_grozny_aas64_checkpoint3 Checkpoint 3
cpname_assault_on_grozny_aas64_checkpoint4 Checkpoint 4
cpname_assault_on_grozny_aas64_checkpoint Checkpoint
cpname_assault_on_grozny_aas64_checkpoint5 Checkpoint 5
cpname_assault_on_grozny_aas32_rumain RU Main
cpname_assault_on_grozny_aas32_staropromyslovskoyeblvd Staropromyslovskoye Blvd.
cpname_assault_on_grozny_aas32_centralpark Central Park
cpname_assault_on_grozny_aas32_presidentialpalace Presidential Palace
cpname_assault_on_grozny_aas32_northcity North City
cpname_assault_on_grozny_aas32_southcity South City
cpname_assault_on_grozny_aas32_southcityentrance South City Entrance
cpname_assault_on_grozny_aas32_chechenmain Chechen Main
cpname_assault_on_grozny_skirmish16_chechenbase Chechen Base
cpname_assault_on_grozny_skirmish16_presidentialpalace Presidential Palace
cpname_assault_on_grozny_skirmish16_ruins Ruins
cpname_assault_on_grozny_skirmish16_checkpoint Checkpoint
cpname_assault_on_grozny_skirmish16_russianbase Russian Base
cpname_assault_on_grozny_skirmish32_chechenbase Chechen Base
cpname_assault_on_grozny_skirmish32_khankala_east Khankala East
cpname_assault_on_grozny_skirmish32_barn Barn
cpname_assault_on_grozny_skirmish32_stronghold Stronghold
cpname_assault_on_grozny_skirmish32_khankala_west Khankala West
cpname_assault_on_grozny_skirmish32_russianbase Russian Base
cpname_assault_on_grozny_insurgency64_chechenhideout Chechen Hideout
cpname_assault_on_grozny_insurgency64_russianmilitarybase Russian Military Base
Is there some track I can use as loadingscreen music? I found "load_US_music.ogg", "load_MEC_music.ogg" etc but I don't know if I'm allowed to use them on a map with russians...Is there some custom music for russia and in that case where can I find it?
Last edited by Ason on 2014-09-12 11:39, edited 3 times in total.
-
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [Map] Assault on Grozny (2km) [WIP]
Open up the common_client zip file, head to
sound\menu\music\load
Listen it out, choose something that you think fits best.
Otherwise ask someone to compose it for you and convert it to the proper format (just google "BF2 music converter" or something, cant give out links right now). Cant recall if we are allowed to use free music from the interwebs even if we have permissions
sound\menu\music\load
Listen it out, choose something that you think fits best.
Otherwise ask someone to compose it for you and convert it to the proper format (just google "BF2 music converter" or something, cant give out links right now). Cant recall if we are allowed to use free music from the interwebs even if we have permissions
![Image](http://l0lwut.com/f/z/pics/sigs/other/brocop_madmax.png)
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
Thanks Crocop, I'll see if I find anything, yeah I won't use anything that's not custom made or not already in the game.CroCop wrote:Open up the common_client zip file, head to
sound\menu\music\load
Listen it out, choose something that you think fits best.
Otherwise ask someone to compose it for you and convert it to the proper format (just google "BF2 music converter" or something, cant give out links right now). Cant recall if we are allowed to use free music from the interwebs even if we have permissions
-
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
I'm glad to hear that:, it will be ready very soon[R-DEV]Rudd wrote:Looking forward to seeing how this has gotten on![]()
![Smile :)](./images/smilies/icon_e_smile.gif)
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: [Map] Assault on Grozny (2km) [WIP]
Test event is finally up!
https://www.realitymod.com/forum/f376-p ... ost2034466
It's been a pretty sick ride so far![Smile :)](./images/smilies/icon_e_smile.gif)
![Image](http://i.imgur.com/FfSVOlX.png)
![Image](http://i.imgur.com/AMO1IJO.jpg)
Now I know the work is not totally over but I would like to thank everybody who helped me with all my questions up until this point(This thread must be atleast 50 tutorials long lol)
and to everybody who supported me and motivated me to finish it!
Special thanks to Rudd, Mineral, Rabbit, Sylent, Rhino, CroCop and Rodrigoma for all the time you've spent answering my questions.
And also thanks to Waldov, Zemciugas, pvt.LHeureux and everyone else who supported me and motivated me throughout the project!
https://www.realitymod.com/forum/f376-p ... ost2034466
It's been a pretty sick ride so far
![Smile :)](./images/smilies/icon_e_smile.gif)
![Image](http://i.imgur.com/FfSVOlX.png)
![Image](http://i.imgur.com/AMO1IJO.jpg)
Now I know the work is not totally over but I would like to thank everybody who helped me with all my questions up until this point(This thread must be atleast 50 tutorials long lol)
and to everybody who supported me and motivated me to finish it!
Special thanks to Rudd, Mineral, Rabbit, Sylent, Rhino, CroCop and Rodrigoma for all the time you've spent answering my questions.
And also thanks to Waldov, Zemciugas, pvt.LHeureux and everyone else who supported me and motivated me throughout the project!
-
- PR:BF2 Developer
- Posts: 3159
- Joined: 2013-01-26 09:00
Re: [Map] Assault on Grozny (2km) [WIP]
Ason, I downloaded the map and I ended up just walking around for 2+ hours, this is probably my new favourite map. I can barely wait to play a full match on it.
Job well done.
Job well done.