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

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Psyrus
Retired PR Developer
Posts: 3841
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Psyrus »

Ason wrote:So I tried this today, I stood in the center of the city, looking NE (which was the direction with lowest fps) I don't know how to get that red text in the corner of the screen that shows fps and stuff so I used fraps. I'm also not sure if this is how it should be done but this is the results:
with pavements: 10 fps looking NE, Average when walking around(center of map) 9-14 fps
without pavements: 18 fps looking NE, Average when walking around(center of map) 16-20 fps
I generally map myself a little route through the map, then I'll do a base run (unmodified) using fraps' benchmarking tool (it gives you several CSV files with data), then I modify things for performance and try to stick to the exact same route again and run another benchmark. I can then quantify the differences.

Here's a very old example:

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Another thing to consider is I think the lightmaps play into performance too, and so just deleting the statics will yield some performance gains, but you may get another couple of % gain when you re-lightmap the map without those statics. I'm not entirely sure, but it makes sense when looking at it from a drawcall perspective.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

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

Post by Rabbit »

[R-DEV]Psyrus wrote:
Another thing to consider is I think the lightmaps play into performance too, and so just deleting the statics will yield some performance gains, but you may get another couple of % gain when you re-lightmap the map without those statics. I'm not entirely sure, but it makes sense when looking at it from a drawcall perspective.
IIRC when you delete them and regenerate atlas lightmaps it shouldn't load them into it if you check for obsolete. No need to re-lightmap.
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AfSoccer "I just don't see the natural talent."
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Rudd
Retired PR Developer
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

Re lightmaps of deleted statics

THE LIGHTMAPS WILL STILL GET INCORPORATED INTO UR LIGHTMAP ATLASES

You do NOT need to relightmap the map however

Dl this tool http://www.bytehazard.com/bfstuff/bf2lmdel.zip

Pop that in ur object lightmap folder

Check for obsolete lightmaps in editor (it will LIE and say it deleted them)

Copy all that text

Open the lm deleter tool,

Copy the red text into it

Press the button

A new folder will appear in ur lightmap folder of all deleted lms, put that somewhere safe for now in case an active LM is accidentally in there

Regen atlas

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

Post by Onil »

How's the progress on this?
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Arab
PR:BF2 Developer
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Joined: 2012-05-18 03:37

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

Post by Arab »

For the water.con, set the renderer.waterAnimSpeed to any number other than 0 to prevent any crashes. Look at the values set from vbf2 maps, and choose a water speed you like from it, even if your map doesn't have any water visible.

From the Battlefield 2 editor forum: Ctd At Join Game [Solved] - Level Editor - Official BF Editor Forums
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Onil wrote:How's the progress on this?
I'm not working on this at the moment. It's just too much work, and in the end I can't even finish it because I don't know how to use 3dsmax.
maybe in the future..
Last edited by Ason on 2015-01-11 12:53, edited 1 time in total.
camo
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by camo »

That's a shame, was really looking forward to this map. It had the best burnt out urban feel of any map.
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Microwaife
Posts: 627
Joined: 2011-03-17 11:46

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

Post by Microwaife »

Yeah really sad to hear. This map was looking really really good. Hopefully you can find someone who can help you!

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disnoxxio
Posts: 465
Joined: 2013-08-03 14:04

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

Post by disnoxxio »

That's a damn shame :(
Amok@ndy
Retired PR Developer
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Amok@ndy »

i wouldnt give up here Ason, what you need to know in 3dsmax to get your pavements exported as one pile is really not much and easy to learn.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

[R-DEV]Amok@ndy wrote:i wouldnt give up here Ason, what you need to know in 3dsmax to get your pavements exported as one pile is really not much and easy to learn.
Yeah, but im not sure that will be enough.. I will probably have to remove a bunch of objects and then relightmap it and worst of all resize all those lightmap files...But I don't know, I might pick it up again in the future..

btw here's some cool pics from the test event, I think it was the same guy who did this within a couple of minutes :)

BMP-1 blown to pieces
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T-62 blown to pieces
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Rudd
Retired PR Developer
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

yeah man you're in the sucky zone where there's no 'fun' work to do, just the boring optimisation stuff

re lightmaps, you'll save a tonne of effort if you just get the relevant files isolated (using static name or file size) the batch process them in photoshop, it's much easier than selecting one at a time etc, I'm a photon00b and managed to get it working real smooth.

The VD looks pretty good in those pics, bring it down lower if necessary to make it playable too.
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Onil
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Onil »

Ason wrote:I'm not working on this at the moment. It's just too much work, and in the end I can't even finish it because I don't know how to use 3dsmax.
maybe in the future..
Well that's unfortunate. Not only would this be a great map for PR, it would also fit quite well into the PRZ environment. I was waiting for its release to ask for permission to perhaps mod it for our minimod as many people already suggested.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Onil wrote:Well that's unfortunate. Not only would this be a great map for PR, it would also fit quite well into the PRZ environment. I was waiting for its release to ask for permission to perhaps mod it for our minimod as many people already suggested.
Yeah, if I ever finish it I'm sure you can use it for PRZ aswell :)
Arc_Shielder
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Arc_Shielder »

I think no extra work on pavements and such would be needed if you simply replace some objects to a fewer models. I'm not sure what you made you do it but even in-game I felt that some things placed side by side looked off aesthetically.

I also agree with the rest of comments, I think you should focus on finishing this map first. I remember when people went nuts during my Chernobyl concept design and this type of scenario is something they would love to play. You would take less time finishing this than any other you're committed to atm. Trust me.
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Nate.
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Nate. »

Finnish it! Seriously, it will be so rewarding seeing everyone play on your map. Don't give up now!
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MasterX
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by MasterX »

Nooo please! Dude, people CAN'T WAIT to play this map. With over 106 pages, it's obvious your map is popular.

Finish it come onn mate!
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

I will see what I can do, I might give it a shot in a week or two..
MikeDude
Posts: 942
Joined: 2007-10-25 12:07

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

Post by MikeDude »

Or get help from someone who does have the time and motivation.
It's just sad to see all these unfinished cool map concepts around. It would be nice if this one actually gets finished, no matter if it's you or someone else doing the finishing touches.
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[3dAC] MikeDude
Loving PR since 0.2.
Bums
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Bums »

Out of curiosity, would a snowstorm Grozny increase or decrease FPS?
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