[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] Grozny (2km) [WIP]

Post by Ason »

waldov wrote:Have you made any more progress? it seemed like it was going pretty well so far.
Hey man, thanks for your interest! I have been taking a little paus but i'm about 45-50% done with the terrain and staticobject placement. I'm only a bit worried about the last stages since I'm not exactly sure of everything, for example how to make the terrain outside of the map, how to set the sky and setting up the kits and vehicles spawn, and how to pack the map etc, so that has been lowering my motivation a bit, but I guess I will start it up again this week, I will put up some new pics maybe tomorrow :)
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

Cementary/church and trainstation soon done. I will add some details like broken cars and trains to the station aswell as other small objects
Image
Image
Image
Image
Image
Dukuu_npanop
Posts: 91
Joined: 2010-01-02 22:03

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

Post by Dukuu_npanop »

Mrslobodan wrote:Cementary/church and trainstation soon done. I will add some details like broken cars and trains to the station aswell as other small objects
Image
Image
Image
Image
Image
Nice work! Everything seems to be fine. But a little remark: Cemetry looks too Western-Europeanish. In the northern Caucausus typical Muslim Caucasian cemetry looks like: Image
And typical russian Orthodox cemetry looks like this:
Image
So that you can put the graves and monuments just in a big forest as russians have the tradition to plant trees right on the graves. Also all the graves are as a rule fenced around.
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

Dukuu_npanop wrote:Nice work! Everything seems to be fine. But a little remark: Cemetry looks too Western-Europeanish. In the northern Caucausus typical Muslim Caucasian cemetry looks like
So that you can put the graves and monuments just in a big forest as russians have the tradition to plant trees right on the graves. Also all the graves are as a rule fenced around.
Ah nice that's great info thanks man! Only problem is I don't think those kind of metal fences exist yet in PR:/
Last edited by Ason on 2013-03-12 11:20, edited 1 time in total.
Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

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

Post by Zemciugas »

The train station could use a lot of work imo. Looks very bland and empty, could also add a few trains and carts.
Image
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

Zemciugas wrote:The train station could use a lot of work imo. Looks very bland and empty, could also add a few trains and carts.
Yepp, that's what I wrote :)
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

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

Post by sylent/shooter »

Move the lightpoles further away from the tracks. They are too close and no engineer would put them THAT close to the rails. Also, you may want to add things like trucks.

I encourage you to take a look at this tutorial.

It'll help when you post editor screenies.

https://www.realitymod.com/forum/f189-modding-tutorials/85005-bf2-editor-editor-3d-area-resolution.html

------

It's looking good so far, however what is up with your trees? They look like they are only using the LOD values instead of the col's....

This is a tutorial I wrote about creating secondary terrain by hand. It's long but it's also something that covers most everything you'll need to know.

https://www.realitymod.com/forum/f189-modding-tutorials/115331-tutorial-creating-stitching-secondary-terrain-video.html

Killing the enemy sylently
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

'[R-CON wrote:sylent/shooter;1874285']Move the lightpoles further away from the tracks. They are too close and no engineer would put them THAT close to the rails. Also, you may want to add things like trucks.

I encourage you to take a look at this tutorial.

It'll help when you post editor screenies.

https://www.realitymod.com/forum/f189-modding-tutorials/85005-bf2-editor-editor-3d-area-resolution.html

------

It's looking good so far, however what is up with your trees? They look like they are only using the LOD values instead of the col's....

This is a tutorial I wrote about creating secondary terrain by hand. It's long but it's also something that covers most everything you'll need to know.

https://www.realitymod.com/forum/f189-modding-tutorials/115331-tutorial-creating-stitching-secondary-terrain-video.html
Thanks alot for those links Sylent! Now I know it's not a good idea to drag the screen out :P
About the trees i don't know what you mean really, to me they look fine, should they look better?
Could it be that since I disabled fog they look bad at a distance because of my halfbad computer?
Is this what you mean?
Image
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

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

Post by sylent/shooter »

Once you set your 3D area resolution like that tutorial I provided states you'll probably not have that much of an issue. However, your trees look like they aren't high quality. At all... and it looks pixelated. Not sure if you followed that tutorial yet. But I really would just set it up correctly.

I promised you that I'd make a tutorial about packing your map. I'll do that either tonight, or next week. I am going out of the country tomorrow so...

I'm not sure how well you speak English over mics however if you need help on some things perhaps we can get together and talk about them on teamspeak. Just a suggestion.

Anyways liking how it's coming along. Keep up the good work. If you need some inspiration take a look at other maps.

cheers
sylent

EDIT: Do me a favour. Post up your overgrowth.con using the code tags here and I will take a look. I still feel like you're using a LOD version of a tree by mistake instead of a collision mesh version. The fog will make a difference though. Just remember that

Killing the enemy sylently
waldov
Posts: 749
Joined: 2012-06-26 04:01

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

Post by waldov »

Nice work man! The forests look fine by the way just add a few depressions and rises in the ground its hard to appreciate when making the map but in game theyll add a heap more life to the forests.

Keep it up mate!
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

[R-CON]sylent/shooter wrote:Once you set your 3D area resolution like that tutorial I provided states you'll probably not have that much of an issue. However, your trees look like they aren't high quality. At all... and it looks pixelated. Not sure if you followed that tutorial yet. But I really would just set it up correctly.

I promised you that I'd make a tutorial about packing your map. I'll do that either tonight, or next week. I am going out of the country tomorrow so...

I'm not sure how well you speak English over mics however if you need help on some things perhaps we can get together and talk about them on teamspeak. Just a suggestion.

Anyways liking how it's coming along. Keep up the good work. If you need some inspiration take a look at other maps.

cheers
sylent

EDIT: Do me a favour. Post up your overgrowth.con using the code tags here and I will take a look. I still feel like you're using a LOD version of a tree by mistake instead of a collision mesh version. The fog will make a difference though. Just remember that
I did set the layout like in the tutorial you linked, so in the last pic i posted those new settings were in place, i don't know if maybe it will look better after lightmapping or something? I will post the overgrowth file as you say as soon as possible :)
I definetly write better English than I speak, but if things gets really complicated it's a good idea with teamspeak, thanks for the suggestion :)
Btw the "outside-map terrain", is it only doable with photoshop or is there a way to do it in the editor aswell?

@Waldov I have added alot more heaps in the ground than what's showing, It's a bit hard to see in my pictures but you will definetly notice it in-game.

Thanks for your support guys! :)
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

Overgrowth Con file:

Code: Select all

Overgrowth.viewDistance 500
Overgrowth.viewDistanceScale 1
Overgrowth.closeDistPercentage 0.15

Overgrowth.addMaterial Outsidewoods 4
Overgrowth.setActiveMaterial Outsidewoods
Overgrowth.addType Trees
Overgrowth.setActiveType Trees
OvergrowthType.geometry pine_dead
OvergrowthType.density 2.3
OvergrowthType.normalScale 0
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType trees2
Overgrowth.setActiveType trees2
OvergrowthType.geometry tree_branches_1
OvergrowthType.density 2.8
OvergrowthType.normalScale 0
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType trees3
Overgrowth.setActiveType trees3
OvergrowthType.geometry tree_branches_2
OvergrowthType.density 2.8
OvergrowthType.normalScale 0
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType trees4
Overgrowth.setActiveType trees4
OvergrowthType.geometry birch_winter
OvergrowthType.density 1.8
OvergrowthType.normalScale 0
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Bush_branches
Overgrowth.setActiveType Bush_branches
OvergrowthType.geometry bush_branches
OvergrowthType.density 1.8
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType bush_green
Overgrowth.setActiveType bush_green
OvergrowthType.geometry deciduous_bush_1
OvergrowthType.density 1.8
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType bush_dedic
Overgrowth.setActiveType bush_dedic
OvergrowthType.geometry bush_deciduous_2
OvergrowthType.density 0.3
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType tree_green
Overgrowth.setActiveType tree_green
OvergrowthType.geometry tree_deciduous_3a
OvergrowthType.density 0.4
OvergrowthType.normalScale 0
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType tree_yel
Overgrowth.setActiveType tree_yel
OvergrowthType.geometry birch_yellow_1
OvergrowthType.density 1.3
OvergrowthType.normalScale 0
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType bush
Overgrowth.setActiveType bush
OvergrowthType.geometry pinebush_5m
OvergrowthType.density 1.8
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0

Overgrowth.addMaterial FieldBushes 2
Overgrowth.setActiveMaterial FieldBushes
Overgrowth.addType bush_branches
Overgrowth.setActiveType bush_branches
OvergrowthType.geometry bush_branches
OvergrowthType.density 6
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 1
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType bush
Overgrowth.setActiveType bush
OvergrowthType.geometry deciduous_bush_1
OvergrowthType.density 1
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType winterpine
Overgrowth.setActiveType winterpine
OvergrowthType.geometry birch_winter
OvergrowthType.density 0.5
OvergrowthType.normalScale 0
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType tree
Overgrowth.setActiveType tree
OvergrowthType.geometry tree
OvergrowthType.density 0
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0

Overgrowth.addMaterial lightwood 10
Overgrowth.setActiveMaterial lightwood
Overgrowth.addType bush_branches
Overgrowth.setActiveType bush_branches
OvergrowthType.geometry bush_branches
OvergrowthType.density 0.9
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType tree_branches1
Overgrowth.setActiveType tree_branches1
OvergrowthType.geometry tree_branches_1
OvergrowthType.density 2.5
OvergrowthType.normalScale 0
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.5
OvergrowthType.minRadiusToOthers 0.5
Overgrowth.addType tree_branches2
Overgrowth.setActiveType tree_branches2
OvergrowthType.geometry tree_branches_2
OvergrowthType.density 2.5
OvergrowthType.normalScale 0
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.5
OvergrowthType.minRadiusToOthers 0.5
Overgrowth.addType birch_winter
Overgrowth.setActiveType birch_winter
OvergrowthType.geometry birch_winter
OvergrowthType.density 1
OvergrowthType.normalScale 0
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.5
OvergrowthType.minRadiusToOthers 0.5
Overgrowth.addType dead_pine
Overgrowth.setActiveType dead_pine
OvergrowthType.geometry pine_dead
OvergrowthType.density 1
OvergrowthType.normalScale 0
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.5
OvergrowthType.minRadiusToOthers 0.5
Overgrowth.addType bush_green
Overgrowth.setActiveType bush_green
OvergrowthType.geometry deciduous_bush_1
OvergrowthType.density 0.9
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0

Overgrowth.path levels\grozny_first\overgrowth\
Overgrowth.preLoad
Also some new pics (still got some details to do though):
Image
Image
Image
Last edited by Ason on 2013-03-13 14:37, edited 2 times in total.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

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

Post by sylent/shooter »

Looking much better Mrslobodan. That last image you posed... I wouldn't use the asylum static as well as that washroom as they don't mix at all. A train station usually has buildings that look like they should go together. Therefore I would either add one of the buildings in the village in Silent Eagle, or perhaps remove it and go with another MEC static. (Although I personally would take the Asylum out and make a different station)

I regards to the tutorial about secondary terrain. Absolutely you can do it in the editor. If you take a look at the last part of the video I explain that a little bit. However, doing it this way is really frustrating and hard to get it looking just right. But by all means you can.

Thank you for posting your OG.con. I see nothing wrong with it (after a quick glance) that might make the trees look that way. Try taking some screenshots with the fog on and see what that looks like. That's probably the issue because I think some of the trees are swtiching from col's to lods quickly. There is a way to change it but I forget right now.

Another way would be to quickly pack the map but IIRC you do not know how too correctly. Which is fine, but you'll get better screenshots ingame.

Anyways, keep up the good work. Add some more detail to the train station. Perhaps add some parking lot lines with the road spline tool. Also, that area with the crates seems out of place. Try and think of how they would get them off the train. Perhaps a type of crane would look good?

Killing the enemy sylently
waldov
Posts: 749
Joined: 2012-06-26 04:01

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

Post by waldov »

i think the station looks very good maybe just make the buildings a little more similiar in design as sylent shooter said.
in game terms it looks great just imagine where FOBs might be or imagine holding out against Russian helicopters, APCs, infantry and mortars inside the buildings.
My recommendation would by to add a check point with one of those swinging arms at the entrance and a crater or stop sign at the end of the tracks to make it look more in place.
Just be sure to keep to certain building designs in any given area.
heres another picture from a airsoft grozny recreation for ideas:
Image
Last edited by waldov on 2013-03-14 02:59, edited 1 time in total.
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

waldov wrote:i think the station looks very good maybe just make the buildings a little more similiar in design as sylent shooter said.
in game terms it looks great just imagine where FOBs might be or imagine holding out against Russian helicopters, APCs, infantry and mortars inside the buildings.
My recommendation would by to add a check point with one of those swinging arms at the entrance and a crater or stop sign at the end of the tracks to make it look more in place.
Just be sure to keep to certain building designs in any given area.
heres another picture from a airsoft grozny recreation for ideas:
Image
Thanks for your feedback guys, yeah I will do my best to make the buildings blend in with eachother, the problem is there is not an infinite number of diffrent statics, and not many which have the look of a station :(
I don't know which one Sylent means from Silent Eagle, but I'm guession maybe the bigger 2 part dest_houses, the problem with that one is it doesn't look like a station and the walls are so thin, I'm thinking of making the Trainstation a CP so it would be nice with some robust buildings to hide in and get some protection from heavy weapons.
Good idea with the checkpoint, i don't know why i didn't think of it :P
It could definatley use a crane for loading and unloading containers, do you know if there are any cranes apart from the ones like in muttrah docks? I think those are too big.
Last edited by Ason on 2013-03-14 13:15, edited 1 time in total.
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

I think I would have to ask them, it looks nice for my map, thanks m8, do you know how i can get in touch with them?
Last edited by Ason on 2013-03-15 12:18, edited 1 time in total.
Harvester
Posts: 9
Joined: 2011-04-22 19:47

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

Post by Harvester »

You can ask guys from the Dutch team. They took Fennek from OPK.
https://www.realitymod.com/forum/f203-d ... ek-16.html
I hope you can udesrtand me.
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

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

Post by Ason »

Some new progress:
Image
Image
Image
Image
Removed toiletbuilding from trainstation aswell:
Image
Last edited by Ason on 2013-03-18 19:17, edited 1 time in total.
waldov
Posts: 749
Joined: 2012-06-26 04:01

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

Post by waldov »

WOW! Some major improvements everywhere and beautiful work especially the suburbs. great job man!!
This maps gonna kick ***!!!
Locked

Return to “Community Maps”