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

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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Hey guys, I'm currently working on the railroad but I ran into a problem, I got 2 tracks parallell to eachother but when they both reach the Switch one of the tracks needs about 1-2 meters to connect, I tried to place one more 24-meter section (which is the shortest one) inside the other one and it's looks good but when I zoom out they start to "flimmer", will this happen ingame aswell ?
I'm using the railroads which are found inside staticobjects/industry/ind_objects.

EDIT: Nvm, it seems to get better after I save :)
Last edited by Ason on 2013-02-16 14:33, edited 1 time in total.
SShadowFox
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Re: [Map] Grozny (2km) [WIP]

Post by SShadowFox »

AFAIK, it won't look like that in-game, but don't trust me too much, I play on Low, the Editor is set on High.

You can set a spawner close to the position you want to check and go look in-game.

EDIT: Didn't see you've solved it, but try it anyway.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

SShadowFox wrote:AFAIK, it won't look like that in-game, but don't trust me too much, I play on Low, the Editor is set on High.

You can set a spawner close to the position you want to check and go look in-game.

EDIT: Didn't see you've solved it, but try it anyway.
Thanks :)

Oil center WIP pictures:
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waldov
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Re: [Map] Grozny (2km) [WIP]

Post by waldov »

Nice work on that oil refinery my only recommendation would be to add slight variations in land here and there as well as little patches of grass to liven up the terrain.
Good work as always!
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

waldov wrote:Nice work on that oil refinery my only recommendation would be to add slight variations in land here and there as well as little patches of grass to liven up the terrain.
Good work as always!
Thanks for the feedback, I'm working on all those things.
I will put up updated pictures soon :)
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Can someone tell me how ladders work ? I tried placing a few of them but everytime I try them out with the soldier cameramode I fall down when I get to the top:/
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Mineral
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Post by Mineral »

That's normal. It will work fine ingame.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Park and Oilcenter almost done, I will add some broken trucks or something to fill up the big spaces inside the oilcenter and the pavements will be fixed with more detail aswell. any thoughts?
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Last edited by Ason on 2013-02-19 12:42, edited 1 time in total.
KaB
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Re: [Map] Grozny (2km) [WIP]

Post by KaB »

Pretty nice work !

Imo you should add some broken trucks/cars in the streets as well.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

KaB wrote:Pretty nice work !

Imo you should add some broken trucks/cars in the streets as well.
Yes I will do that, and especially alot of tanks and BMPs :D
waldov
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Re: [Map] Grozny (2km) [WIP]

Post by waldov »

Put a few roadblocks around and some fallen trees as makeshift barricades just like the Chechen rebels made to funnel armored formations.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Sylent mentioned some cement walls which can be found in militia folder, I have also seen those once when I started mapping but I can't seem to find them :/ If we are talking about the same ones I mean the thick cement walls which if I remember correctly got some green alga(?) on them. I also remember them being in the milita folder but there are only the very thin cement walls, (blockwalls etc). Does somebody know where I can find the thick cement walls?

also another question. This is how I have set up my terrain layers. Do you see any problem with this? Do the diffrent layers have any connection to eachother or can i simply pick them in whatever order? I read somewhere that layer 1 have some kind of connection to layer 3 and layer 2 to layer 4 etc.
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Last edited by Ason on 2013-02-26 13:29, edited 4 times in total.
waldov
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Re: [Map] Grozny (2km) [WIP]

Post by waldov »

Sorry i cant help you there but you could always post a private message to some one who know a lot about mapping and ask for there advice.
Rabbit
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Re: [Map] Grozny (2km) [WIP]

Post by Rabbit »

Mrslobodan wrote:Sylent mentioned some cement walls which can be found in militia folder, I have also seen those once when I started mapping but I can't seem to find them :/ If we are talking about the same ones I mean the thick cement walls which if I remember correctly got some green alga(?) on them. I also remember them being in the milita folder but there are only the very thin cement walls, (blockwalls etc). Does somebody know where I can find the thick cement walls?

also another question. This is how I have set up my terrain layers. Do you see any problem with this? Do the diffrent layers have any connection to eachother or can i simply pick them in whatever order? I read somewhere that layer 1 have some kind of connection to layer 3 and layer 2 to layer 4 etc.
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run /objects/staticobjects/pr/militia/wall/blockwall_v1/blockwall_v1.con is what I believe he means. Unless hes talking about using the sewer covers as walls?

Yes
This information is for those who intended to use an external programs to create detailmaps, but could be intresting for those who whish to know how the bf2 texture system works in detail:

The detail layers are represented in a form of a texture, this texture covers your entire map and is also named detailmap. The 6 detail layers are divided up into two sections and each layer has a color value. Each color then represents a layer you select in the bf2editor. Layer 1, Layer 2, Layer 3, Layer 4, Layer 5 and Layer 6.

Layer 1 has Blue 1-255, Green 1-255 and so on. When at value 255 the texture is a 100% strenght and nothing will show trough, the lower the value the more transperacy between the layers you get. If the color of layer 1 is a pure color value of like Blue 200 Green 55 Red 0 layer 2 will show trough with a opacity value of 55.

The maximum RGB color value must always be a total of 255 Therefore when using external programs like Terragen or Ecomap to generate detailmaps one must always convert to a indexed palette and reconvert to RGB so that all coulours have a maximum value of 255. Otherwise youre detailtextures will become to bright or to dark.

Black color creates a hole for section 2 to fill. Therefore there is always two versions of the same tile _1.dds and _2.dds. Where the color is black the layer above and below will show trough, any pixel deviation between the two textures will cause your detailtextures to be ugly islands of very bright detailtexture that doesnt blend very well.
FH2 mapping tutorials - Texture system in bf2/bf2editor
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AfSoccer "I just don't see the natural talent."
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

gx wrote:run /objects/staticobjects/pr/militia/wall/blockwall_v1/blockwall_v1.con is what I believe he means. Unless hes talking about using the sewer covers as walls?

Yes



FH2 mapping tutorials - Texture system in bf2/bf2editor
Thanks for answering guys! :)
I meant that blockwall and the others at the same place are the only one i can find and i can't find the thick cement wall, but i will continue to search for it, not a big problem atm :)

1. About the layers... I don't fully understand the text you posted with blue, green, red 0-255 etc. The 0-255 value does it have to do with the strenght of the brush in the editor? Is it saying that it can look ugly if I don't get full strenght everywhere on the map? Because I have seen that when for example I paint with one layer, then decide to paint it over with another layer the old layer can "shine" through the new one a bit if i don't get the 100% strenght everywhere.

2. I guess I'm just confused since when I made a map using L3DT and T-paint it said in the tutorial that I had to pick the rock detail for the mountains specifically to layer 3, so my question is, are the layers somehow connected to diffrent detailtextures? will there be problems in the future with lightmapping or anything because of the way I got my layers set up a bit randomly, with Grass on layer 2 and Tarmac on 3 etc.

I'm just a bit worried I'm doing something completly wrong and I will have to repaint the entire map later.

EDIT: Ah thanks gx I'm looking at the link you provided at the bottom, didn't see it before, but if you got any answers to my questions I'm happy to recieve them :P
Last edited by Ason on 2013-02-27 21:39, edited 2 times in total.
Rabbit
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Re: [Map] Grozny (2km) [WIP]

Post by Rabbit »

Honestly, its really not that important, your level will look fine. However, dice recommends


1.Rock
2.Grass
3.Sand/Dirt
4.Tarmac
5.Optional
6.Optional

Really easy way to remember is is just like this and go with that picture. Layer 1 and layer 4 go hand in hand, layer 2 with layer 5 etc.

So if you have a sand as layer 3, and you want another layer of sand and or dirt, use it as layer 6.

Not doing it this way will not be horrible for you level, it will not break it, its just optimal to do it this way.
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AfSoccer "I just don't see the natural talent."
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

gx wrote:Honestly, its really not that important, your level will look fine. However, dice recommends


1.Rock
2.Grass
3.Sand/Dirt
4.Tarmac
5.Optional
6.Optional

Really easy way to remember is is just like this and go with that picture. Layer 1 and layer 4 go hand in hand, layer 2 with layer 5 etc.

So if you have a sand as layer 3, and you want another layer of sand and or dirt, use it as layer 6.

Not doing it this way will not be horrible for you level, it will not break it, its just optimal to do it this way.
thanks man, it's a huge relief to hear that! :P
I just got a feeling some parts of the terrain looks really awful, for example if you look at the first page on the Northern Airfield picture, between the runway and the field it looks pretty bad, do you think that is because of the layers or is it the texture/color/"terrainpaint"* itself which is of bad quality?

*haven't learned what the "terrainpaint" is called yet really, i call it "terrainpaint". I know detailtexture is close up detail and color is far away but i dont know what it's called combined :P
Rabbit
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Re: [Map] Grozny (2km) [WIP]

Post by Rabbit »

Its your color tiling that is making it look bad.
Colortiling: If your colortexture looks like blockish garbage you can set these numbers higher to make the colortexture appear better, works the best with the more detailed colortextures. Also really high numbers can be used on really small brushes to make sure that all of the texture goes to the surface.
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AfSoccer "I just don't see the natural talent."
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

gx wrote:Its your color tiling that is making it look bad.
Alright, I'll try to change it tomorrow, btw is there a max value on color tiling, i mean does it affect performance? Beacuse I got something like 1000 atm on my field layer.
waldov
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Re: [Map] Grozny (2km) [WIP]

Post by waldov »

Have you made any more progress? it seemed like it was going pretty well so far.
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