[Map] Farah (2km) [WIP]

Maps created by PR community members.
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Farah (2km) [WIP]

Post by The_Turkish_Moose »

I don't think there are any tractors in BF2, or even static ones. The only tractor I've ever come across is in FH2, but that's a WW2 era tractor .

Perhaps you could use a plough though, there's a modern one, which was part of one of the xpacks, so I think that's in the xpack folder. There's also a somewhat older plough, which is used in PR:WW2.
Ok no worries - there are some BF2 road textures which have big wheel tracks that look similar to tractor tyres and I was hoping to add it near the road. I already have the modern plough in the middle of some of my fields!
I was going through the available road textures and came across the rubber matting that I've seen in the map Kashan Desert. What is it actually used for? I would love to add it to my US base but I'm not sure how to go around it?

ALSO

there's a lot of lovely road textures which would bring a lot of extra detail into the map (such as oil spills & sand e.c.t). Would this be performance friendly?

FINALLY

what helipad would you recommend I use?
Can anyone help me with these questions?

Also, any construction type vehicles like fork lifts e.c.t?
Last edited by The_Turkish_Moose on 2017-10-12 12:16, edited 1 time in total.
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Farah (2km) [WIP]

Post by Rhino »

https://www.realitymod.com/forum/f189-m ... paths.html

Images and download links are down but all the files I think are in the mod so no need for the files and can find the refs online, and then hopefully you can do the tut without the pics.

And there is a forklift in PR but it is drivable, although could be made into a non-usable vehicle.
Image
Image
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Farah (2km) [WIP]

Post by The_Turkish_Moose »

Thanks again Rhino!
Image
VTRaptor
Posts: 330
Joined: 2015-06-25 14:49

Re: [Map] Farah (2km) [WIP]

Post by VTRaptor »

Screenshots are gone. Try hostiing them on imgur perhaps, it's way better.
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Farah (2km) [WIP]

Post by The_Turkish_Moose »

Screenshots are gone. Try hostiing them on imgur perhaps, it's way better.
Ok I'll check it out or use TinyPic in worst case scenario
Image
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Post by AfterDune »

We used a construction vehicle in "Sandin" back then. If you could dig that up, you could use that as well. Its texture is meh obviously, but I believe the original was from the Surreal mod (with permission if I remember correctly).
Image
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Farah (2km) [WIP]

Post by The_Turkish_Moose »

There's a lot of lovely road textures which would bring a lot of extra detail into the map (such as oil spills, sand, road edges e.c.t) how many road splines would be "too many"? I've already been placing plenty (mainly the road edge texture) and am worried about performance.

I need to know urgently as not to waste my own time - thanks
Image
User avatar
Mr.VdHeide
PR:BF2 Developer
Posts: 923
Joined: 2014-09-16 10:16

Re: [Map] Farah (2km) [WIP]

Post by Mr.VdHeide »

I dont think the impact will be big at all, like, unless you go create 200 roads or something. I guess you could count a road as a couple of pieces of overhrowth in terms of performance impact. I wouldnt worry about it, especialy since this is a desert map. Just try it. And check performance in game on a regular base.

Also . Roads cull way earlier then most objects, like 50 meter or something.



D.J.
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Farah (2km) [WIP]

Post by Rhino »

Ye roads don't have a big impact on performance. Naturally, don't go crazy with them but the bigger thing to watch out for is using too many road texture types than actual roads I would say, just cos of the extra memory usage but even that isn't a huge issue.
Image
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Farah (2km) [WIP]

Post by The_Turkish_Moose »

the bigger thing to watch out for is using too many road texture types than actual roads I would say, just cos of the extra memory usage but even that isn't a huge issue.
I dont think the impact will be big at all, like, unless you go create 200 roads or something
Of course using as few textures as possible!

Here's the idea...

Image

...but here's the worry

Image

This style/technique isn't consistent throughout the entire map. I like the way it looks and I will be going over these areas adding extra detail and undergrowth. Just worried that too many splines could be a dangerous move. Only using a hand full of textures.
Image
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: [Map] Farah (2km) [WIP]

Post by Heavy Death »

I would guess that splines are only a thing in the editor, once the texture is baked, its baked.
User avatar
Mr.VdHeide
PR:BF2 Developer
Posts: 923
Joined: 2014-09-16 10:16

Re: [Map] Farah (2km) [WIP]

Post by Mr.VdHeide »

Textures dont get baked. Roads are 3D meshes floating a tiny bit above terain levell. You can actually see this when loading in a map and look at the edges of the road.



D.J.
Image
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Farah (2km) [WIP]

Post by Outlawz7 »

Yes they get baked onto colormap, the road mesh is culled at a certain distance and only the baked 'footprint' of the road remains visible.
Image
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Farah (2km) [WIP]

Post by The_Turkish_Moose »

So I'm in the clear?

Would be nice to start adding some extra detail now!
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Farah (2km) [WIP]

Post by Rhino »

Performance wise should be fine.

One thing to note however is that when the roads are baked into the colourmap, they are often slightly off from the actual spline, especially for thin lines. Note the white/yellow markings around the docks in muttrah and you will probably notice that the white on the terrain is a bit off from the white road markings etc. Hopefully shouldn't be an issue here but may cause a few small problems, but you could potentially get around that here by temp deleting your roads just before saving complied terrain textures so they don't get baked in and since they are grey like the roads, they won't get missed from not being baked.
Image
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Farah (2km) [WIP]

Post by The_Turkish_Moose »

Performance wise should be fine.

One thing to note however is that when the roads are baked into the colourmap, they are often slightly off from the actual spline, especially for thin lines. Note the white/yellow markings around the docks in muttrah and you will probably notice that the white on the terrain is a bit off from the white road markings etc. Hopefully shouldn't be an issue here but may cause a few small problems, but you could potentially get around that here by temp deleting your roads just before saving complied terrain textures so they don't get baked in and since they are grey like the roads, they won't get missed from not being baked.
Brilliant, thanks everyone!
Image
WeeGeez
Posts: 842
Joined: 2007-10-08 21:30

Re: [Map] Farah (2km) [WIP]

Post by WeeGeez »

Reminds me of Op Pheonix a bit. Keep it up!
Image
Cheap computer build / fast track upgrade for slow computer for PR > Guide
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Farah (2km) [WIP]

Post by The_Turkish_Moose »

I learn't a lot more about the editor today. I've spent many hundreds of hours pain staking making silly mistakes and doing tedious things which I didn't know could be avoided quiet simply.

Dind't know there was a terrain grid snap feature, did not know you could change the anchor point for all objects. Did not know you could snap to objects whilst dragging around a static mesh.

If there are any useful uncommon tutorials (like the rubber mating tutorial which actually informs you about road fading) please post them here for me to see. I thought I see it all but I was wrong!
Image
SuperArmy
Posts: 578
Joined: 2007-10-12 18:16

Re: [Map] Farah (2km) [WIP]

Post by SuperArmy »

Looking good! :) But yeah need to get the OP images back.
Image
Head of EU]GG - www.eugaminggroup.com
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Farah (2km) [WIP]

Post by The_Turkish_Moose »

So I have tried copying over the Water.com file from one map to my map but the water is still just one colour. Is that because I need to have at least one Envprobe placed?
Image
Post Reply

Return to “Community Maps”