[sp/coop] Ramadi [1k] [wip]

Maps created by PR community members.
agus92
Posts: 280
Joined: 2016-01-03 11:11

Re: [sp/coop] Ramadi [1k] [wip]

Post by agus92 »

Rabbit wrote:https://www.youtube.com/watch?v=01QqFN_E66w&t=1s how and when. That is the attack on the ramadi inn, 2 other attacks happened at the same time at different locations.
Holy shit! Rabbit, how can you play INS without PTSD? I won't look at a Gary truck the same way...
Acecombatzer0
Posts: 554
Joined: 2010-09-26 14:10

Re: [sp/coop] Ramadi [1k] [wip]

Post by Acecombatzer0 »

Will it be a USMC map or an Army map? Since there was both
CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [sp/coop] Ramadi [1k] [wip]

Post by Rabbit »

Acecombatzer0 wrote:Will it be a USMC map or an Army map? Since there was both
It was a US Army section but I dont see any reason why the USMC cannot have their own layer. Any idea what kind of assets the Marines had there?

Download links added to OP.
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AfSoccer "I just don't see the natural talent."
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Acecombatzer0
Posts: 554
Joined: 2010-09-26 14:10

Re: [sp/coop] Ramadi [1k] [wip]

Post by Acecombatzer0 »

Rabbit wrote: Any idea what kind of assets the Marines had there?
From my limited research, it looks like the Army had the heavier assets there, so it be best to give the USMC the INF layer of the map; Like 240 Humvees and so on
CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [sp/coop] Ramadi [1k] [wip]

Post by Rabbit »

Okay, been playing with objects, and removed around 400, hopefully I am falling into a more playable area for the map. Currently trying to get my hands on a couple vehicle .psds for some new textures.

Ramadi
Objects:9387
Unique Objects:275
Dynamic Objects:92


Fallujah
Objects:9133
Unique Objects:435
Dynamic Objects:195
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AfSoccer "I just don't see the natural talent."
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Fastjack
PR:BF2 Contributor
Posts: 525
Joined: 2011-09-04 19:47

Re: [sp/coop] Ramadi [1k] [wip]

Post by Fastjack »

You also updated the last version as download?

I have some trouble running Ramadi in my editor. It runs for 5 minutes and than ...

https://imgur.com/a/WCbIn
I will redownload a newer version maybe my first DL is corrupted.
Last edited by Fastjack on 2018-01-18 23:22, edited 3 times in total.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [sp/coop] Ramadi [1k] [wip]

Post by Rabbit »

[R-CON]Fastjack wrote:You also updated the last version as download?

I have some trouble running Ramadi in my editor. It runs for 5 minutes and than ...
I will redownload a newer version maybe my first DL is corrupted.
No, hasnt been updated. I guess I can upload an editor friendly version.

Link updated.
Last edited by Rabbit on 2018-01-18 23:38, edited 1 time in total.
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AfSoccer "I just don't see the natural talent."
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [sp/coop] Ramadi [1k] [wip]

Post by Rabbit »

How does one change the render distance on a static, these doors are going invisible around 50-10m away.

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They are also doing this funky thing.

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Last edited by Rabbit on 2018-01-19 16:36, edited 1 time in total.
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AfSoccer "I just don't see the natural talent."
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [sp/coop] Ramadi [1k] [wip]

Post by Outlawz7 »

Because I guess you cloned an existing PR static that's broken like half the statics in PR are. At this point you might as well make the tiny leap forward into firing up 3ds Max and modeling your own gate which isn't broken and doesn't have a UV that stretches the texture like those 3 do.

See this tut for increasing draw distance, the second thing is most likely pivot point.
https://www.realitymod.com/forum/f189-m ... ances.html
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [sp/coop] Ramadi [1k] [wip]

Post by Rabbit »

'[R-DEV wrote:Outlawz7;2180433']Because I guess you cloned an existing PR static that's broken like half the statics in PR are. At this point you might as well make the tiny leap forward into firing up 3ds Max and modeling your own gate which isn't broken and doesn't have a UV that stretches the texture like those 3 do.

See this tut for increasing draw distance, the second thing is most likely pivot point.
https://www.realitymod.com/forum/f189-m ... ances.html
Eh, they would manage to turn out even worse than these doors.

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Added m2a2 with new texture. Going to import to lightmap soon unless anyone can find some issues.
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AfSoccer "I just don't see the natural talent."
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [sp/coop] Ramadi [1k] [wip]

Post by Rabbit »

Currently lightmapping in the editor, no longer have 3ds.
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AfSoccer "I just don't see the natural talent."
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [sp/coop] Ramadi [1k] [wip]

Post by Rabbit »

Okay, lightmapped and made ins64. I hit the limit of my abilities so download is on first post.
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AfSoccer "I just don't see the natural talent."
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ALADE3N
PR:BF2 Developer
Posts: 574
Joined: 2016-02-13 17:34
Location: Philippines

Re: [sp/coop] Ramadi [1k] [wip]

Post by ALADE3N »

Are those the same road templates? they look similar
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Fastjack
PR:BF2 Contributor
Posts: 525
Joined: 2011-09-04 19:47

Re: [sp/coop] Ramadi [1k] [wip]

Post by Fastjack »

I dont know what the reason could be but my editor still crashing after a shortwhile when i load ramadi.
Fresh Editor Install and setup doesn't help.

Cannot downtrack my problem :( very sad.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [sp/coop] Ramadi [1k] [wip]

Post by Rabbit »

[R-CON]Fastjack wrote:I dont know what the reason could be but my editor still crashing after a shortwhile when i load ramadi.
Fresh Editor Install and setup doesn't help.

Cannot downtrack my problem :( very sad.
You unpacked all of the custom statics into your pr_edit?
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AfSoccer "I just don't see the natural talent."
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Fastjack
PR:BF2 Contributor
Posts: 525
Joined: 2011-09-04 19:47

Re: [sp/coop] Ramadi [1k] [wip]

Post by Fastjack »

Yes :neutral: It would also not crash the editor when i missed it. You retextured things right with bf2meshview?
Could it be that some of your custom content changes some pathes from the original object or something similiar? I turned of particles and other stuff you can render on/off. Isn't that my machine haven't enough power. I run out of ideas what it could be :sad:

I also dont think it the amount of objects in your map and i can load fallujah without any lagging or other problems. Also your Mesh Memory is lower as fallujah.
I can load all core maps from PR in the editor without problems.

As i said i can load it maybe 2 minutes in the Editor (depends what i do). Seems like moving to quick through the map cause it. That the only thing i came behind. Move fast and crash.

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But the map is really good for Deployment Insurgency when you not implement to much thermal assets. The long roads can be covered with smokenades so the AR's aren't OP when you play smart as insurgent or you go for an faction settup with ironsights.

Maybe this map doesn't work well for AAS but make 3 or 4 insurgency layers and we have the next 24/7 insurgency map.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [sp/coop] Ramadi [1k] [wip]

Post by Outlawz7 »

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tmzlifestyle
Posts: 31
Joined: 2009-05-17 20:19

Re: [sp/coop] Ramadi [1k] [wip]

Post by tmzlifestyle »

Is this map still being worked out? The download link doesn't work any longer, can someone make it available again please?
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [sp/coop] Ramadi [1k] [wip]

Post by Rabbit »

tmzlifestyle wrote:Is this map still being worked out? The download link doesn't work any longer, can someone make it available again please?
To my knowledge it was never nav meshed.
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AfSoccer "I just don't see the natural talent."
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Sir.Helpman
Posts: 9
Joined: 2019-04-19 01:05

Re: [sp/coop] Ramadi [1k] [wip]

Post by Sir.Helpman »

link dont work please seed
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