[Map] Madain Invasion (2km) [WIP]

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Rabbit
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Joined: 2006-12-17 15:14

Re: [Map] Madain Invasion (2km) [WIP]

Post by Rabbit »

Fixed it, although you have a lot of problems. One of these fixed it (probably the roads). If I sound harsh, I don't mean it that way.

(1) Removed all roads and Vegetation from the surrounding terrain.
(2) Fixed the init.con so it was properly done team wise, ie

Code: Select all

run ../../Factions/faction_init.con 1 "meinsurgent"
run ../../Factions/faction_init.con 2 "us_ziptie"
Now feedback.

It doesn't feel like Iraq, its quite barren and could use a LOT more trash, detail objects, everything from telephone poles and street lighting to chairs and tables. You are only a little over 5000 objects. Yes muttrah has around the same number, but its very clean and a rich city, Iraq is a garbage hole.

It also loses the feel of Iraq with or annoyingly green it is. This is the real Madain, it looks nothing like it color wise. Yes this close to a major river its fine to have quite a bit of green, but this is WAY to much.

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Your roads not only go into your surrounding terrain, but they are very large (stretched) and not only have you not used intersections (something I can deal with) You ran them over top of each other, which will cause HORRIBLE z fighting.

You UG is incredibly repetitive, check your settings for pattern variation and size variation.

Object spawners. You added them to skirmish, that is a no no, unless its just a test version. You also used stock bf2 object spawners, don't. You didn't even give them proper settings, and you didn't even give the US a control point. The one you intended to was still set as team 1.

The water also looks terrible, and needs a new color.

You are a lot farther from completion than you think. I suggest you fix those issues, and read all of these.

https://www.realitymod.com/forum/f354-c ... lines.html

FH2 mapping tutorials - Texture system in bf2/bf2editor

What Do I Need To Complete My Map? - Official BF Editor Forums
Last edited by Rabbit on 2013-12-24 03:02, edited 1 time in total.
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AfSoccer "I just don't see the natural talent."
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Pvt.LHeureux
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Pvt.LHeureux »

Rabbit may sound harsh, but it's good feedback ;)
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
The_Turkish_Moose
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Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

Harsh is good, so thanks for the criticism
It doesn't feel like Iraq, its quite barren and could use a LOT more trash, detail objects, everything from telephone poles and street lighting to chairs and tables. You are only a little over 5000 objects. Yes muttrah has around the same number, but its very clean and a rich city, Iraq is a garbage hole.
I agree, but I didn't add all the objects yet because I was worried that the performance would take too much of hit. Fortunately, the city is easy to render and I will add objects... gradually
It also loses the feel of Iraq with or annoyingly green it is. This is the real Madain, it looks nothing like it color wise. Yes this close to a major river its fine to have quite a bit of green, but this is WAY to much.
This is something I've been struggling with - definitely something I can work on however
Your roads not only go into your surrounding terrain, but they are very large (stretched) and not only have you not used intersections (something I can deal with) You ran them over top of each other, which will cause HORRIBLE z fighting.
I didn't know that and this can be fixed with some long winded work, thanks for the heads up
You UG is incredibly repetitive, check your settings for pattern variation and size variation.
Will do
Object spawners. You added them to skirmish, that is a no no, unless its just a test version. You also used stock bf2 object spawners, don't. You didn't even give them proper settings, and you didn't even give the US a control point. The one you intended to was still set as team 1.
That skirmish layer was just a prototype/ test version. However I did not know about the points you made so thank you
The water also looks terrible, and needs a new color.
Never figured out how to do this
You are a lot farther from completion than you think. I suggest you fix those issues, and read all of these.
I know I'm along ways away

Thanks Rabbit for the help :)
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

Nice one Rabbit, your suggested changes did fix the CTD

Another thing I need help with is the terrain. When I test it in my temp. skirmish layer, some parts of the land disappear from a distance. Does anyone know why this is?
Rabbit
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Joined: 2006-12-17 15:14

Re: [Map] Madain Invasion (2km) [WIP]

Post by Rabbit »

The_Turkish_Moose wrote:Nice one Rabbit, your suggested changes did fix the CTD

Another thing I need help with is the terrain. When I test it in my temp. skirmish layer, some parts of the land disappear from a distance. Does anyone know why this is?
Do you have envmaps filled in on any of your ground textures?
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AfSoccer "I just don't see the natural talent."
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The_Turkish_Moose
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Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

No, they are all off
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Mineral
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Post by Mineral »

You mean like tiles?
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The_Turkish_Moose
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Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

If you were posting that to me mineral then yes, the tiles from a distance sometimes disapear

Small village
Image
Last edited by The_Turkish_Moose on 2014-01-02 19:29, edited 1 time in total.
The_Turkish_Moose
Posts: 307
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Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

Still having problem with disappearing terrain from far away, anyone have any fixes?
Rudd
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Rudd »

The_Turkish_Moose wrote:Still having problem with disappearing terrain from far away, anyone have any fixes?
from the description, its a problem thats usually seen on 4km maps, not 2km. I'm not sure about it tbh.
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Mineral
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Mineral »

Yeah, try this, can't hurt:

make a new textfile in your main level folder, and add this line:
terrainCuller.setUseStitchedLods 0
And call the file tmp.con (make sure the file is a .con file!)

This is indeed a fix for 4k maps having the issue. But who knows, maybe it fixes it for you too.
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The_Turkish_Moose
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Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

Thanks Mineral, Worked perfectly!!!
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Mineral
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Mineral »

You sure you made it a 2k and not a 4k? :D
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Rabbit
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Rabbit »

[R-CON]Mineral wrote:You sure you made it a 2k and not a 4k? :D
I found his problem.


Normal 2km

Code: Select all

if v_arg1 == BF2Editor
terrain.create TerrainEditable
terrain.patchSize 128
terrain.subdividePatches 1
[color=Red]terrain.primaryWorldScale 2/0.0025/2[/color]
terrain.secondaryWorldScale 8/0.64/8
terrain.patchColormapSize 512
terrain.lowDetailmapSize 512
terrain.detailmapBaseName "Levels/Sbeneh_outskirts/Detailmaps/tx"
terrain.lowDetailmapBaseName "Levels/Sbeneh_outskirts/LowDetailmaps/tx"
terrain.colormapBaseName "Levels/Sbeneh_outskirts/Colormaps/tx"
terrain.lightmapBaseName "Levels/Sbeneh_outskirts/Lightmaps/tx"
terrain.farSideTiling 5/3
terrain.farTopTilingHi 16
terrain.farTopTilingLow 32
terrain.farYOffset 0
terrain.terrainWaterColor 0/0/0
terrain.init

else
terrain.create Terrain
terrain.load Levels/Sbeneh_outskirts/terraindata.raw
endIf

His

Code: Select all

if v_arg1 == BF2Editor
terrain.create TerrainEditable
terrain.patchSize 128
terrain.subdividePatches 1
[color=Red]terrain.primaryWorldScale 4/0.0025/4[/color]
terrain.secondaryWorldScale 8/0.64/8
terrain.patchColormapSize 512
terrain.lowDetailmapSize 512
terrain.detailmapBaseName "Levels/madain_invasion/Detailmaps/tx"
terrain.lowDetailmapBaseName "Levels/madain_invasion/LowDetailmaps/tx"
terrain.colormapBaseName "Levels/madain_invasion/Colormaps/tx"
terrain.lightmapBaseName "Levels/madain_invasion/Lightmaps/tx"
terrain.farSideTiling 2/2
terrain.farTopTilingHi 16
terrain.farTopTilingLow 32
terrain.farYOffset 0
terrain.terrainWaterColor 0.039216/0.803922/0.996078
terrain.init

else
terrain.create Terrain
terrain.load Levels/madain_invasion/terraindata.raw
endIf

You chose the wrong size settings. :-o
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AfSoccer "I just don't see the natural talent."
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The_Turkish_Moose
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Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

Thanks Rabbit
Another question - What is the static object limit?

Northern Trenches
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Last edited by The_Turkish_Moose on 2014-01-07 09:29, edited 2 times in total.
Element-X_IV
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Element-X_IV »

Based off pictures in OP and last few posts, I'd say you could use a little less grass as it looks too green imo.

Btw, you could paint regular colors onto your terrain instead of just the colortextures, you can use this to make some parts of concrete or stone surfaces look dirty, wet or clean. I think this was done on Fallujah's roads inside the city and although it seems minor, it looked pretty cool imo.

You should also consider adding tiny adjustments and variation to terrain in the city, like little canals/trenches and just tiny modifications to the terrain in general around back lots or dirt/grass areas. This could add to both visual and gameplay aspects of the map.

Don't know about any actual set limit to static objects but I guess you could keep adding statics in as long as performance and resources allow it.

I think Rabbit's map is at around 13,000+ static objects at the moment, mine is about coming to that number as well. I'd say you should worry less about static limit and more on performance.

Keep it up, it looks like an interesting location, hope to see you finish this.
Rabbit
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Rabbit »

The_Turkish_Moose wrote:Thanks Rabbit
Another question - What is the static object limit?

Northern Trenches
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Its not total to worry about. I always worried that with more, you have more together, which I was worried with drop fps. OG is the one to worry about, but if its an Iraq level, you shouldn't have to worry about that either.
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AfSoccer "I just don't see the natural talent."
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The_Turkish_Moose
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Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

- Definitely can remove some grass!
- Didn't know about painting regular colours so I'll give that a try
- I will add these "tiny adjustments" in the city - I just kept it until last so that I have all my objects in right place first (e.g buildings/ roads)

And thanks to the both of you!

I'm only around 6000 objects so I'm good at the moment and in terms of performance, I get 100 fps in the city (probably will drop when I add more and more detail!)

Example of Added Detail
Image
Last edited by The_Turkish_Moose on 2014-01-08 18:26, edited 1 time in total.
SuperArmy
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Re: [Map] Madain Invasion (2km) [WIP]

Post by SuperArmy »

Hey guys. Turkish is having some problem getting his map to work on our server!

The server files seem to be fine now. It loads!!
But no one can connect.

If anyone has some time to help Turkish we would appreciate it! Its driving him nuts! ha.

Jump on our TS too 81.19.212.10

Thanks
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Head of EU]GG - www.eugaminggroup.com
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Mineral
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Mineral »

What does 'nobody can connect' mean? Do they crash on load? the server is not found?
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