[Map] Assault on Grozny (2km) [Released]
- Ason
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Re: [Map] Grozny (2km) [WIP]
Alright, I guess everything is always changeable, now i got another problem, I got 2 computers and i want to work on the map on the other computer, can i simply share the map folder with my other computer and drag it over to the correct place ( mods\pr_edit\levels) ?
Or do i need to pack the map everytime i want to get it from one computer to another?
Or do i need to pack the map everytime i want to get it from one computer to another?
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Re: [Map] Grozny (2km) [WIP]
My brb's vary from 10 seconds to 30 minutes 
A respectable brb should be max 5 minutes imo, otherwise you should apologize if you aren't a ******...
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A respectable brb should be max 5 minutes imo, otherwise you should apologize if you aren't a ******...

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- Mineral
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Re: [Map] Grozny (2km) [WIP]
lol poison, wrong thread
copy the entire map folder and paste it in your pr_edit folder of your second computer and you are set
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copy the entire map folder and paste it in your pr_edit folder of your second computer and you are set

- Ason
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Re: [Map] Grozny (2km) [WIP]
Alright, can i also test the map this way ? becasue once i made a map on comp#1 and copied it to comp#2 I couldn't test it(in-game) on the new computer because i didn't pack it i think ?GP_MineralWouter wrote:lol poison, wrong thread![]()
copy the entire map folder and paste it in your pr_edit folder of your second computer and you are set![]()
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Get the program called "Drop Box" on both computers and just work from there. The advantage to Drop Box is that you can restore previous versions of files.
It literally works as a normal folder, just online.
http://www.dropbox.com
It literally works as a normal folder, just online.
http://www.dropbox.com
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- Ason
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Re: [Map] Grozny (2km) [WIP]
Another question, what is the max value i can have on ColorTiling? I noticed my fields looking much better from a distance when setting it to 1000, but i don't know if it makes it lag more aswell? I think i read in some tut that max is 16?
- Ason
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Re: [Map] Grozny (2km) [WIP]
Nice thanks m8!Steeps5 wrote:Get the program called "Drop Box" on both computers and just work from there. The advantage to Drop Box is that you can restore previous versions of files.
It literally works as a normal folder, just online.
http://www.dropbox.com
- Ason
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Re: [Map] Grozny (2km) [WIP]
I noticed my questions are piling up, so i will try to write a list of question.
1. I took a picture of grozny and the surrounding area, the area is 22x22 km with grozny in the center of the map. So the map will have the city in the middle and fields and smaller villages around it. Since I will try to fit the 22 km lenght in a 2 km map i used this 22/2=11 which means i will have to divide every real life lenght with 11, knowing this i found out that about 1/4 - 1-3 of the map will be city/village areas, and since there are almost no russian/East European non-enterable houses it will almost be 1/4-1/3 of the map with enterable houses, so my question is, is it too much?
2. Is it possible to make dirtroad intersections? I tried using Daqing_Dirtroad which looks pretty realistic for grozny but i cant find any intersection for this particular road. If its not possible i can just paint the intersections with some darker color since it mud anyway it wont matter that much.
3. Later in the mapmaking process will i be able to set the sky to something more dark and cloudy?
4. what is the max value i can have on ColorTiling? I noticed my fields looking much better from a distance when setting it to 1000, but i don't know if it makes it lag more aswell? I think i read in some tut that max is 16? Or that i can tile something 16 times?
5. Also, it would be great if someone could explain how the "set low detail" and "generate" works when doing the terrain, sometimes it changes to the better after pressing these 2 and sometimes nothing happens at all. How do they work exactly?
1. I took a picture of grozny and the surrounding area, the area is 22x22 km with grozny in the center of the map. So the map will have the city in the middle and fields and smaller villages around it. Since I will try to fit the 22 km lenght in a 2 km map i used this 22/2=11 which means i will have to divide every real life lenght with 11, knowing this i found out that about 1/4 - 1-3 of the map will be city/village areas, and since there are almost no russian/East European non-enterable houses it will almost be 1/4-1/3 of the map with enterable houses, so my question is, is it too much?
2. Is it possible to make dirtroad intersections? I tried using Daqing_Dirtroad which looks pretty realistic for grozny but i cant find any intersection for this particular road. If its not possible i can just paint the intersections with some darker color since it mud anyway it wont matter that much.
3. Later in the mapmaking process will i be able to set the sky to something more dark and cloudy?
4. what is the max value i can have on ColorTiling? I noticed my fields looking much better from a distance when setting it to 1000, but i don't know if it makes it lag more aswell? I think i read in some tut that max is 16? Or that i can tile something 16 times?
5. Also, it would be great if someone could explain how the "set low detail" and "generate" works when doing the terrain, sometimes it changes to the better after pressing these 2 and sometimes nothing happens at all. How do they work exactly?
Last edited by Ason on 2013-01-29 15:17, edited 3 times in total.
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Re: [Map] Grozny (2km) [WIP]
1. I would say it might get too much, especially if you use those huge apartment buildings
3. For sure, you can easily make one or get someone to make one (I can if you want when your ready)
5. Set your detail and your color and paint where ever you want it, set low detail type to 1 (or 2 if you want rock) and plane map to 1 then go to the bottom right and hit set low detail and click generate. This allows you to see the detail in game, if you dont generate it, you will get this
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3. For sure, you can easily make one or get someone to make one (I can if you want when your ready)
5. Set your detail and your color and paint where ever you want it, set low detail type to 1 (or 2 if you want rock) and plane map to 1 then go to the bottom right and hit set low detail and click generate. This allows you to see the detail in game, if you dont generate it, you will get this
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Re: [Map] Grozny (2km) [WIP]
With regards to question 2, there are no intersection statics for dirt roads. Just set, as shown in the picture below, the main road to have a priority higher than that of the road that is branching off.
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- Ason
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Re: [Map] Grozny (2km) [WIP]
1.Alright, how much of the map can be city? About 1/5 ?CTRifle wrote:1. I would say it might get too much, especially if you use those huge apartment buildings
3. For sure, you can easily make one or get someone to make one (I can if you want when your ready)
5. Set your detail and your color and paint where ever you want it, set low detail type to 1 (or 2 if you want rock) and plane map to 1 then go to the bottom right and hit set low detail and click generate. This allows you to see the detail in game, if you dont generate it, you will get this
3.Alright thanks m8
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5.Alright, so t's kind of important to always press "set low detail" and then generate after finishing terrain areas(maybe generate is enough or do i always have to press set low detail?)? If I paint it and don't press these 2 and then save it will be the "before-picture quality" forever and only way to fix it is if i repaint it right ?
Do you think it will look good when doing a cross intersection? I'm thinking of connecting the 4 roads and then leaving a square in the middle which i paint with a darker mud color?With regards to question 2, there are no intersection statics for dirt roads. Just set, as shown in the picture below, the main road to have a priority higher than that of the road that is branching off.
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Re: [Map] Grozny (2km) [WIP]
With 5, no not forever, you would have to go back into the editor and generate them. and the intersection should look good, i dont see why not
but best way to see it to do it
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- Ason
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Re: [Map] Grozny (2km) [WIP]
Alright thanksCTRifle wrote:With 5, no not forever, you would have to go back into the editor and generate them. and the intersection should look good, i dont see why notbut best way to see it to do it

- Ason
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Re: [Map] Grozny (2km) [WIP]
Still got some questions:
3. Later in the mapmaking process will i be able to set the sky to something more dark and cloudy?
4. what is the max value i can have on ColorTiling? I noticed my fields looking much better from a distance when setting it to 1000, but i don't know if it makes it lag more aswell? I think i read in some tut that max is 16? Or that i can tile something 16 times?
New questions:
1. Is it possible to use the Militia faction but to change the name of the faction to Russian Army ? In grozny russians didnt have scopes on normal AKs, so if its possible to change the name of factions i could use militia vs hamas, or militia vs militia, it will make it alot more realistic. and btw can i make russian vehicles spawn for militia faction?
3. Later in the mapmaking process will i be able to set the sky to something more dark and cloudy?
4. what is the max value i can have on ColorTiling? I noticed my fields looking much better from a distance when setting it to 1000, but i don't know if it makes it lag more aswell? I think i read in some tut that max is 16? Or that i can tile something 16 times?
New questions:
1. Is it possible to use the Militia faction but to change the name of the faction to Russian Army ? In grozny russians didnt have scopes on normal AKs, so if its possible to change the name of factions i could use militia vs hamas, or militia vs militia, it will make it alot more realistic. and btw can i make russian vehicles spawn for militia faction?
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Re: [Map] Grozny (2km) [WIP]
For the Militia question. It would be possible only if you did the same way PR:F does it (copying the faction and then renaming it). But at this stage I would worry more about making the map itself.
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- Ason
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Re: [Map] Grozny (2km) [WIP]
Alright yeah, I'm just preparingCroCop wrote:For the Militia question. It would be possible only if you did the same way PR:F does it (copying the faction and then renaming it). But at this stage I would worry more about making the map itself.

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Re: [Map] Grozny (2km) [WIP]
What would be realistic in that case ?Mrslobodan wrote:Still got some questions:
New questions:
1. Is it possible to use the Militia faction but to change the name of the faction to Russian Army ? In grozny russians didnt have scopes on normal AKs, so if its possible to change the name of factions i could use militia vs hamas, or militia vs militia, it will make it alot more realistic. and btw can i make russian vehicles spawn for militia faction?
Russian Soldier dressed with few different camos,with hat instead helmet,
using M60 MG or Remington Shotgun.
It would be far easier to make alternate kit loadout for current Russian Faction
with AK74s in all kits instead of scoped AK74Ms.
- Ason
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Re: [Map] Grozny (2km) [WIP]
Yes you are right, but I have looked at alot of footage and many of the russian soldiers look more like the PR Miltia than the modern Russian Faction in PR. Many of the soldiers actually had those black "fishing hats" and skimasks. But I agree with what you are saying, so I will probably do it your way, if it is possible to change the weapon loadouts.simeon5541 wrote:What would be realistic in that case ?
Russian Soldier dressed with few different camos,with hat instead helmet,
using M60 MG or Remington Shotgun.
It would be far easier to make alternate kit loadout for current Russian Faction
with AK74s in all kits instead of scoped AK74Ms.
- Ason
- PR:BF2 Developer
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Re: [Map] Grozny (2km) [WIP]
The terrain I got from google map:
http://img707.imageshack.us/img707/3010/grozny2.png
Basic map terrain so far:
http://img268.imageshack.us/img268/6431 ... errain.png
I guess the following steps are like this:
1.Placing objects
2.fix terrain and objects in detail
3.placing roads and intersections
4.creating layers and CP etc
5.Envmap + Lightmap
Please tell me if there is something I've forgot or if you got any suggestions for the map
http://img707.imageshack.us/img707/3010/grozny2.png
Basic map terrain so far:
http://img268.imageshack.us/img268/6431 ... errain.png
I guess the following steps are like this:
1.Placing objects
2.fix terrain and objects in detail
3.placing roads and intersections
4.creating layers and CP etc
5.Envmap + Lightmap
Please tell me if there is something I've forgot or if you got any suggestions for the map

- Mineral
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