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

Maps created by PR community members.
Locked
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

Thanks guys, talked to AF about it. I'll try to learn 3dsmax as soon as I got the time and energy :)
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

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

Post by Rhino »

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.
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

'[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.
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 :)
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

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 :)
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

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
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

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?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

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

Post by Rhino »

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.
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

[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.
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?

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..
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

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
Microwaife
Posts: 627
Joined: 2011-03-17 11:46

Post by Microwaife »

Militia at technical is still ingame. Its on fools road.

Image
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

Microwaife wrote:Militia at technical is still ingame. Its on fools road.
That's weird, doesn't show up ingame for me:/ I'll see if I can figure it out..


edit:nvm.
Last edited by Ason on 2014-08-27 07:28, edited 2 times in total.
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

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
I found this:
https://www.realitymod.com/forum/f189-m ... ation.html
Also, don't have 2 cpnames with the same id, it will screw things up obviously
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..

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.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

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
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

[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
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:

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.
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

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

Post by BroCop »

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
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

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
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.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

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

Post by Rudd »

Looking forward to seeing how this has gotten on :)
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

[R-DEV]Rudd wrote:Looking forward to seeing how this has gotten on :)
I'm glad to hear that:, it will be ready very soon :)
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

Test event is finally up!
https://www.realitymod.com/forum/f376-p ... ost2034466

It's been a pretty sick ride so far :)
Image
Image
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!
camo
PR:BF2 Developer
Posts: 3159
Joined: 2013-01-26 09:00

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

Post by camo »

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.
Image
Locked

Return to “Community Maps”