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

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

Post by Ason »

waldov wrote:WOW! Some major improvements everywhere and beautiful work especially the suburbs. great job man!!
This maps gonna kick ***!!!
Thanks alot m8, feels good to have some support!
Dukuu_npanop
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Re: [Map] Grozny (2km) [WIP]

Post by Dukuu_npanop »

Mrslobodan wrote:Thanks alot m8, feels good to have some support!
It really looks awesome, even don't know what to add ;)
Arc_Shielder
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Re: [Map] Grozny (2km) [WIP]

Post by Arc_Shielder »

Using the terminal static would be more fitting for a train station than the asylum.

check in staticobjects>xpak_objects>military
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Dukuu_npanop wrote:It really looks awesome, even don't know what to add ;)
Thanks dukuu! :)

@Arcturus You may be right about that, the only problem is I'm already using it as terminal for the airport.
Psyrus
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Re: [Map] Grozny (2km) [WIP]

Post by Psyrus »

Don't forget to have working backups on preferably at least 2 different media (like an external drive & backed up to the cloud somewhere) for that day your HDD carks it.
baltimore
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Re: [Map] Grozny (2km) [WIP]

Post by baltimore »

nice work
waldov
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Re: [Map] Grozny (2km) [WIP]

Post by waldov »

[R-CON]Psyrus wrote:Don't forget to have working backups on preferably at least 2 different media (like an external drive & backed up to the cloud somewhere) for that day your HDD carks it.
I Seriously agree too much good work has been loosed due to this.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

waldov wrote:I Seriously agree too much good work has been loosed due to this.
Yupp, copied it to another computer directly after I read Psyrus post, thanks for reminding me :)
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

If anybody got any suggestions of destroyed buildings from other mods or which you made yourself I would be glad to take a look at them since I have started to work in the north central city. I'm in need of central city buildings which means apartment buildings in particular but any buildings which could fit in my map and a central big city is fine :)
I know lucky.boy made something but I don't know if he finished it.
sylent/shooter
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Re: [Map] Grozny (2km) [WIP]

Post by sylent/shooter »

@Mrslobodan it is against PR policy to take assets and statics from other mods without prior permission from the other mod. PLUS to avoid complications in the future, you will need to clear it with the PR team and BSS admins. Chances are if the mod isn't a BSS modification you can't use it.

Sorry to burst your bubble. But the best way is to get someone who can make bf2 models to make an original model for you.

Killing the enemy sylently
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

[R-CON]sylent/shooter wrote:@Mrslobodan it is against PR policy to take assets and statics from other mods without prior permission from the other mod. PLUS to avoid complications in the future, you will need to clear it with the PR team and BSS admins. Chances are if the mod isn't a BSS modification you can't use it.

Sorry to burst your bubble. But the best way is to get someone who can make bf2 models to make an original model for you.
Yes I know I have to ask. But alright I will only use what's in the editor. What is BSS?
Rudd
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Re: [Map] Grozny (2km) [WIP]

Post by Rudd »

BSS
BSS = Black Sands Studios, of which PR is a part
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Rudd
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Re: [Map] Grozny (2km) [WIP]

Post by Rudd »

I'd recommend not using the wirefence there tbh, you've blocked view with the plants so you might as well use the corrugated fence instead and have fewer plants - this will be more efficient and avoid the issues with the wirefence being penetrable by only certain rounds.
ensure you have your prio's set up correctly here or the roads will flicker where they meet.

plan ahead if you start using other roads as well, as adjusting prios on road templates as well as the road splines themselves can produce unpredictable results. Generally I find, setting the prio on teh road template is more reliable.
EDIT, stupid accidental double post.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

[R-DEV]Rudd wrote:I'd recommend not using the wirefence there tbh, you've blocked view with the plants so you might as well use the corrugated fence instead and have fewer plants - this will be more efficient and avoid the issues with the wirefence being penetrable by only certain rounds.



ensure you have your prio's set up correctly here or the roads will flicker where they meet.

plan ahead if you start using other roads as well, as adjusting prios on road templates as well as the road splines themselves can produce unpredictable results. Generally I find, setting the prio on teh road template is more reliable.
EDIT, stupid accidental double post.
Alright I will change the fence and check the roads prio, thanks for taking your time to check it out :)
lucky.BOY
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Re: [Map] Grozny (2km) [WIP]

Post by lucky.BOY »

Sorry mate, what i showed you was just a "sketch" so to say which was far from going ingame, but more importantly the static i made it from is infested with problems, which would mean that i should create a complete new set of statics, which i at the moment lack the time and experience to do.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

lucky.BOY wrote:Sorry mate, what i showed you was just a "sketch" so to say which was far from going ingame, but more importantly the static i made it from is infested with problems, which would mean that i should create a complete new set of statics, which i at the moment lack the time and experience to do.
Ah i see, well thanks anyway :P
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

When try to add rocks with rock textures to the undergrowth it doesn't seem to work, they all turn green/ the color of the terrain no matter which texture /Mesh I choose, they don't get the rock color. Someone know what I'm doing wrong?
Also if someone could explain what Mesh and texture really is when working with undergrowth. Is the Mesh the paint and the texture the "shape"?
Rudd
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Re: [Map] Grozny (2km) [WIP]

Post by Rudd »

Mrslobodan wrote:When try to add rocks with rock textures to the undergrowth it doesn't seem to work, they all turn green/ the color of the terrain no matter which texture /Mesh I choose, they don't get the rock color. Someone know what I'm doing wrong?
Also if someone could explain what Mesh and texture really is when working with undergrowth. Is the Mesh the paint and the texture the "shape"?
there should be a setting called terraincolor something or other, that setting is what controls how much the UG takes on the colour of the terrain.

The mesh is the shame, the texture is the paint :)
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

[R-DEV]Rudd wrote:there should be a setting called terraincolor something or other, that setting is what controls how much the UG takes on the colour of the terrain.

The mesh is the shame, the texture is the paint :)
I tried changing the terraincolorscale from 1 to 0 aswell as higher values but nothing changes, also tried pressing generate after changing them but still no change :/

Weird because when I change the texture it changes shape, I had deadstick selected in Mesh and I chose mangroove as texture first but it looked like a small rectangular piece of wood so i changed texture to deadstick and it changed look completly to a dead stick with small branches and stuff :P I'm a bit confused since it seems like both Mesh and Texture has something to do with the shape and color both at the same time?

did you mean shame= shape or is shame a word for something? :P
Rudd
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Re: [Map] Grozny (2km) [WIP]

Post by Rudd »

sorry, it's a typo, I meant shape not shame.

Think of it this way, the deadgrass mesh is basically just several intersecting squares, on each one is imprinted the texture that you choose, so that from any angle you should see grass of some kind.

All the meshes are like that, just planes upon which the texture is displayed which can be exploited or can be difficult to utilise.
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