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

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

Post by Rhino »

It doesn't look too bad but first of all, you should read this topic and make serious changes to your map based on it like what others have mentioned above with removing afghan statics (which even if this was an afghan map, shouldn't be used since they are on the statics not to use list) chinese statics etc: https://www.realitymod.com/forum/f189-m ... mance.html

Black UG is down to no terrain LMs iirc, just quickly lightmap your terrain on low for now should fix it.

Your dirt roads thought the city seem very odd. I mean some are ok yes, but all the city being dirt roads, doesn't look right to me when you have concrete pavements on the side etc? Also what's with the massive sticks over all the road? If this was a dirt track though a forest ye but there is hardly any trees about, and in some places where the road is still covered in them, no trees even... You should fine tune your undergrowth to reflect the surface its on and what objects are around it. Make a new one with sticks and only put it near places there are trees etc and even on a dirt track though a forest, shouldn't be that many sticks... And ye, need to sort out your trees. snow covered one as lucky said, dosen't fit, nothing else has snow on it, and your using the same leafless tree waay too much, and also odd how the random fir tree is mixed in, tree types normally grow in clusters, not just at random.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Thanks for the feedback guys!

I will try to change some of the roads to asphalt and see how it looks, altough it kinda feels like the roads were quickly made into mud and dirt. I know my map is focused on the beginning of the conflict but I still want to get the atmosphere of ruins and destruction somehow. But I see what you mean, there should be some difference between the mainroads and smaller ones. I will see what I can do :)

http://31.media.tumblr.com/c129bd945e2f ... 1_1280.jpg

http://eyeofthestorm.blogs.com/photos/u ... rozny6.jpg

Trees: I wanted to make this kind of forrest;
http://www.allrussias.com/images/bullet ... _tanks.jpg

http://news.bbc.co.uk/nol/shared/spl/hi ... /img/3.jpg

But I added some random green trees just to give more cover and improve gameplay, do you think I should remove the green trees completely or just make them more compact in clusters?

I don't know how to fix the OG so the lines above the trees disappear, or how to fix the LOD switch distance:/

Everything else is noted and will be fixed :) I guess I'll have to add another 2 months :P
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Mineral
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Re: [Map] Grozny (2km) [WIP]

Post by Mineral »

Well, either uses dirtroads and no pavements or asphalt roads with pavements. But combining dirt roads with pavements doesn't make much sense Looking at your pictures they just used dirt roads. But don't think we have the one that could fit well for the ones on that picture.
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Rhino
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Re: [Map] Grozny (2km) [WIP]

Post by Rhino »

Mrslobodan wrote:I will try to change some of the roads to asphalt and see how it looks, altough it kinda feels like the roads were quickly made into mud and dirt. I know my map is focused on the beginning of the conflict but I still want to get the atmosphere of ruins and destruction somehow. But I see what you mean, there should be some difference between the mainroads and smaller ones. I will see what I can do :)

http://31.media.tumblr.com/c129bd945e2f ... 1_1280.jpg

http://eyeofthestorm.blogs.com/photos/u ... rozny6.jpg
The roads to me look like asphalt with dirt on top of them.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

On the pictures you can see the edge of the pavement, the roads seems to be both overused and has alot of dirt and mud over it. I'm thinking the roads were used and shot to dust and mud, while the pavement remained because it wasn't used that much and especially not that many tanks on pavement compared to time on roads.
But I think I will be able to find a better solution than the one I got.
Maybe paint the terrain with tarmac and then use some grey dirtroad on top of that.
Rudd
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Re: [Map] Grozny (2km) [WIP]

Post by Rudd »

perhaps a texturer can make an overlay texture for your roads to make them look muddy or something

I don't know how to fix the OG so the lines above the trees disappear, or how to fix the LOD switch distance:/

https://www.realitymod.com/forum/f189-m ... lases.html

LOD distances for trees are controlled in the overgrowth.con :)
Overgrowth.viewDistance 1024
Overgrowth.viewDistanceScale 1
Overgrowth.closeDistPercentage 0.25
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waldov
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Re: [Map] Grozny (2km) [WIP]

Post by waldov »

The video looks very good the atmosphere is perfect IMO. You might want to cut down on those forests though, with 100 players and all the vehicles its going to drain performance on mid-lower end machines badly. Nonetheless the map looks pretty epic cant wait to see it with lightmaps!
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rodrigoma
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Re: [Map] Grozny (2km) [WIP]

Post by rodrigoma »

I is looking interesting even with those visual error and without lightmaps.
You should try them out even in low it really improves dramatically the visual quality ;)

keep the good work
Arc_Shielder
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Re: [Map] Grozny (2km) [WIP]

Post by Arc_Shielder »

The classic buildings in this pic, I take it that they were very common back then, right?
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Thanks guys!

@ Arcturus They still are in eastern europe, maybe all of them are gone in Grozny by now, but there are still those kind of buildings in Budapest for example.
Arc_Shielder
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Re: [Map] Grozny (2km) [WIP]

Post by Arc_Shielder »

Mrslobodan wrote:@ Arcturus They still are in eastern europe, maybe all of them are gone in Grozny by now, but there are still those kind of buildings in Budapest for example.
Ok.

In that case, we have to talk. I'll send you a PM. PN have a few things you might be interested in.
salaminl
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Re: [Map] Grozny (2km) [WIP]

Post by salaminl »

You might want to take a look at the screenshots from this mod : Casus Belli mod for Crysis Wars - Mod DB

The streets are very well done.
''You can kill ten of my men for every one I kill of yours, but even at those odds, you will lose and I will win.''
- Ho Chi Minh
Dukuu_npanop
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Re: [Map] Grozny (2km) [WIP]

Post by Dukuu_npanop »

Mrslobodan wrote:Thanks guys!

@ Arcturus They still are in eastern europe, maybe all of them are gone in Grozny by now, but there are still those kind of buildings in Budapest for example.
Man, they fixed one-man bmp2, you can use it. ;) I also can send you "chechenized" militia kits config ;)
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Thanks Dukuu :)

Is there a tutorial on how to add new statics to my level? I can't get it to work:/
I put the new objects files into
pr_edit/objects/staticobjects and I have made 2 .txt files in my level folder:
client_archives:

Code: Select all

fileManager.mountArchive Levels/grozny_first/objects_client.zip Objects
server_archives:

Code: Select all

fileManager.mountArchive Levels/grozny_first/objects_server.zip Objects
I can see the objects in the editor with textures and everything, but when I try it ingame the objects just disappears.
Last edited by Ason on 2013-08-31 11:11, edited 1 time in total.
Moszeusz6Pl
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Re: [Map] Grozny (2km) [WIP]

Post by Moszeusz6Pl »

Because you have wrong patch. Statics should be inside this two zips you added to your level: Levels/grozny_first/objects_client.zip, Levels/grozny_first/objects_server.zip. I doubt it would work it will be only folder.

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

Post by Ason »

Okey so since I wanted the trainstation from Dovre I opened the 2 zips from Dovre and deleted everything not related to the trainstation and I then put the 2 zips inside my level folder but still no change :/
The best thing would be if there is a well explained tutorial or if someone could maybe help me and explain in detail since I'm not getting anywhere :(
Amok@ndy
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Re: [Map] Grozny (2km) [WIP]

Post by Amok@ndy »

seems like you didnt even searched for a tutorial since there is already one !

https://www.realitymod.com/forum/f189-m ... ntent.html
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Thanks Amok, Yes I searched but I couldn't find any. That's why I asked. I can only search on Google because I don't know how to use the forum search, no matter what I search for it always says no results.

EDIT: Alright I read the tutorial, so at the last step it says to make my map load the new things ingame I need to "put the needed client/serverarchive.con in the server.zip of the map" I can't find any "server.zip" so I guess I can only see new content after the map is packed and done?

also another thing, the pine trees in my map comes from the asian vegetation folder, does this mean they use asian textures and should be removed just like asain buildings?
Last edited by Ason on 2013-08-31 14:35, edited 2 times in total.
Amok@ndy
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Re: [Map] Grozny (2km) [WIP]

Post by Amok@ndy »

you can pack the map everytime before you shoot up the game if you use the buildscripts that hang around here in the forums (check the tutorial section)

vegetation uses seperate textures, though the asian pines look really bad wouldnt use them
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

[R-DEV]Amok@ndy wrote:you can pack the map everytime before you shoot up the game if you use the buildscripts that hang around here in the forums (check the tutorial section)
https://www.realitymod.com/forum/f189-m ... cript.html

I have tried this one but nothing happens, I also wrote about it but I got no response, but it might be that my 7zip isn't installed in Program files since I don't got a Program files folder, maybe it works by simply making a "program Files" folder in C:\, or I will have to change the location in the script which I don't know how to do.

Also now the editor always crashes when I try to load my map, this is the last message in the box in the bottom:

Code: Select all

Ignored warning[game] : Couldn't find object to attach visible solder to: mec_apc_btr60_gunner
I don't even think I got mec vehicles on the map so this is kinda strange:/
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