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

Posted: 2013-04-15 18:37
by Ason
Dukuu_npanop wrote:Awesome work m8 :razz: Maybe it will be reasonable to move dwelling house farther from railway :?
Thanks m8, yeah that is maybe a good idea, I will see what I can do :) And thanks alot for the pictures and videos, I always had this idea there were pine trees in Grozny (maybe because it's in Russia) but I just noticed there are almost none, that I will fix :D

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

Posted: 2013-04-15 19:27
by Pvt.LHeureux
Yeah.... you really need destroyed buildings statics hahaha xD

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

Posted: 2013-04-15 20:40
by Ason
Pvt.LHeureux wrote:Yeah.... you really need destroyed buildings statics hahaha xD
haha yeah :P I'm hoping maybe someone will make some destroyed buildings in the future, that way I can make a v2 of the map and this could be set in the early stages of the conflict :D

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

Posted: 2013-04-15 20:51
by Ason
WIP minimap:
Image

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

Posted: 2013-04-16 06:41
by waldov
Mini map looks better the spread of trees and buildings looks very realistic.

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

Posted: 2013-04-16 16:38
by Rudd
Mrslobodan wrote:WIP minimap:
hard to see some details without terrain shadows :P but nice start

your airport runway would best be done using the vbf2 road runway static in \objects\roads\staticsnoblend, it would look neater and better. I don't think you'll need the static airfields like on the falklands map since you won't be using jets on this map, so the vbf2 ones will do fine.

note, you may wish to create an object layer ingame (in as if making a new gameplay layer, like AAS32) and deselect all the gameplay layer options on it (i.e. uncheck insurgency, aas etc) and then add all your pavements to that layer.

When you do your terrain LMs, untick that layer and those statics will disappear and not generate shadows on teh ground.

This has a couple of advantages, it'll make LMing a tiny bit faster and it'll help decrease how obvious zfighting is with the ground from the air (for the commander. Generally they'll all be low enough that no1 will notice.

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

Posted: 2013-04-16 16:56
by Ason
[R-DEV]Rudd wrote:hard to see some details without terrain shadows :P but nice start

your airport runway would best be done using the vbf2 road runway static in \objects\roads\staticsnoblend, it would look neater and better. I don't think you'll need the static airfields like on the falklands map since you won't be using jets on this map, so the vbf2 ones will do fine.
Alright I'll take a look at that :)
note, you may wish to create an object layer ingame (in as if making a new gameplay layer, like AAS32) and deselect all the gameplay layer options on it (i.e. uncheck insurgency, aas etc) and then add all your pavements to that layer.

When you do your terrain LMs, untick that layer and those statics will disappear and not generate shadows on teh ground.

This has a couple of advantages, it'll make LMing a tiny bit faster and it'll help decrease how obvious zfighting is with the ground from the air (for the commander. Generally they'll all be low enough that no1 will notice.
Is it possible to add the pavements that I have already made to that layer later or do I need to remake everything?

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

Posted: 2013-04-16 17:01
by Rabbit
Mrslobodan wrote: Is it possible to add the pavements that I have already made to that layer later or do I need to remake everything?
Select all the ones you want to switch, go into your tweak bar and change the layer to whatever layer you want them switched to.

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

Posted: 2013-04-16 17:26
by Ason
gx wrote:Select all the ones you want to switch, go into your tweak bar and change the layer to whatever layer you want them switched to.
thanks! :)

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

Posted: 2013-04-18 13:35
by Ason
If I want to make another copy of the map where I try stuff which I'm not completly sure how the result will be, can I simply make a copy of the level folder and change the name of it?

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

Posted: 2013-04-18 14:58
by BroCop
Not exactly 100% sure, but doesnt the Save As button do that?

or you can copy paste it and use the rename script

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

Posted: 2013-04-18 15:49
by Rabbit
Mrslobodan wrote:If I want to make another copy of the map where I try stuff which I'm not completly sure how the result will be, can I simply make a copy of the level folder and change the name of it?
just make a folder on your desktop. copy your level into that, then make the changes you want to try. if you dont like it delete it and put your backed up level back into yiur levels fokder.

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

Posted: 2013-04-18 15:58
by Rhino
gx wrote:just make a folder on your desktop. copy your level into that, then make the changes you want to try. if you dont like it delete it and put your backed up level back into yiur levels fokder.
This, other than putting it on your desktop I would pick a better place to store backups and I would personally recommend backing up your map regularly with different versions as you go, providing your have the HDD space.

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

Posted: 2013-04-18 16:22
by Ason
thanks for the help guys, so I can't get 2 separate maps to work with in the editor simply by copying and changing the name of one of them? Like one called grozny_one and other called grozny_two ? The thing is when I'm done with placing all the statics I would like to "clone" the map and then try to make the 2nd version more destroyed with rubble and stuff, so that's why I'm asking if there is a solution of getting a copy of the map only with another level name/folder name.

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

Posted: 2013-04-18 16:46
by Rabbit
Mrslobodan wrote:thanks for the help guys, so I can't get 2 separate maps to work with in the editor simply by copying and changing the name of one of them? Like one called grozny_one and other called grozny_two ? The thing is when I'm done with placing all the statics I would like to "clone" the map and then try to make the 2nd version more destroyed with rubble and stuff, so that's why I'm asking if there is a solution of getting a copy of the map only with another level name/folder name.
there is a level renamer program. im on my phone or i would give you a link. i think rhino , rudd or someone else posted a link in the shikotan thread probably somewhere between pages 5 and 20.

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

Posted: 2013-04-18 17:49
by Rudd
lvlrenamer.exe | Game Front

I think that's it

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

Posted: 2013-04-18 17:51
by Ason
thanks rudd! :)
EDIT: The link didn't work though, Webpage can't be found error :(
I will try it some other day, maybe it just temporary problem.

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

Posted: 2013-04-18 19:20
by Mineral
that link is dead I believe. I struggled with finding it too. Here you go:

https://dl.dropboxusercontent.com/u/646 ... enamer.exe

it will install it in your userfolder I believe. There is no install GUI, just double click it and it will install it. It will also make a shortcut on your desktop.

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

Posted: 2013-04-18 19:37
by Ason
MineralWouter wrote:that link is dead I believe. I struggled with finding it too. Here you go:

https://dl.dropboxusercontent.com/u/646 ... enamer.exe

it will install it in your userfolder I believe. There is no install GUI, just double click it and it will install it. It will also make a shortcut on your desktop.
thanks alot m8 :)

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

Posted: 2013-04-21 13:54
by Ason
I have a question about getting statics from other maps, I have already asked about this and Rudd explained it to me in the western New york map thread. The thing is I still don't fully get it.
you'll need to lightmap your statics, xpack and booster statics will not have the required files (called samples) iirc, you'll either need to make them (somtimes doable using bf2meshviewer) or LM the map using 3ds max (or get a friend to do it)
1. Just to make it clear, all the statics which are in the editor from start including xpack statics all have the required files (samples) for lightmapping, but if I want to add additional xpack/booster statics I will have to create new files/samples?

2. What if I add statics from other PR maps? Do I need to make new samples for them aswell or do they already have those samples since they are already in PR maps?