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

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Dukuu_npanop
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Dukuu_npanop »

Mrslobodan wrote:ok nice :) If you want to you can share either a map (with no scopes, and if possible with ru vs mil) or if you'd like you can just post a description of how to do it and maybe some examples :) What do you mean with not be able to customize kit before spawn? Can I only remove scopes from weapons from crates?
If you want to remove scopes from weapons from supply crates or forbid using scopes at all I believe you should use some other way, still I have no effective idea how to do that, but I think nothing is impossible. :wink:
Also I adapted v0.86 fools_road_day2 coop to 1.036 and created new coop level based on Iron Ridge (you can see init.con belonging to that map in the attachment above). Both maps are ru vs mil. Coop maps help me to test all the issues, ideas (e.g. custom map-binded vehicles or stationary weapons) of the map because of the large number of bots. Also killing bots numbers of bots using ZU-23-2 in the inf map relaxes so much :p
You can customize kits before spawn, choose scoped or unscoped version. If you'll use my method you will not be able to choose militia helmet-kits in the spawn menu, but you will be able to get helmeted kit from supply crates. The same thing will be with scoped weapons for russians. Currently in my config (init.con / server.rar), militia is deprived from choosing std or alt kits, but russians use standard ru_sp config and they can select btw scoped and unscoped weapons.
AfterDune
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by AfterDune »

Mrslobodan wrote:I don't know much about them the only thing I know is that they will be retextured. It wasn't long ago I got them so I guess they are alright, don't see why I would get them if there is any problems with them. Now I'm scared.
Could you rar/zip them and upload it somewhere? Just to be on the safe side here :) .
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

[R-DEV]AfterDune wrote:Could you rar/zip them and upload it somewhere? Just to be on the safe side here :) .
Or actually now when I read some PMs about those statics I saw that there are some more issues with LODs and maybe other things so they will be updated later. But I can send download link to you in PM anyway :)
Rabbit
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rabbit »

[R-DEV]AfterDune wrote:Could you rar/zip them and upload it somewhere? Just to be on the safe side here :) .
I thought only the large rectangle one was removed, the other 2 were too important to give up?
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AfSoccer "I just don't see the natural talent."
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Arc_Shielder
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Arc_Shielder »

The statics need some work and I've sent a PM to Slobodan ages ago highlighting that. Eventually they need to be ready for another PN map. The only question that arose lately is the rectangle one called hotel_volvograd possibly being removed. Not sure yet.

lucky.boy is on this since a long time ago and updates will be made. But please let's keep this to PMs only.
Last edited by Arc_Shielder on 2013-09-25 17:12, edited 2 times in total.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Hey guys, a while ago I heard this building was heavy on performance or something so I'm just wondering if I can still use it once on the map or if I should avoid it all togheter? My idea was to have it on the outskirts of the city so no apartments or other big buildings close by. What do you think?
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Also another question, if I want to get the trees from sareemaa or fools road to work with the OG tool, where can I find these files and where should I put them? To get them as static objects I just do it like all other objects right? Put them in the objects/staticobjects/vegetation folder? / In the same location as they were in the map?
Last edited by Ason on 2013-09-26 07:35, edited 1 time in total.
Rhino
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rhino »

Not sure on its performance usage, its got a few material errors with super shiny spec, not sure if it would really fit into you map thou?
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AfterDune
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by AfterDune »

I received your statics, Mrsobodan, here are my findings. If I don't mention a static, that's because it's fine as far as I can tell. I haven't checked the use of textures, as you mentioned they will be changed and such, so left those out.

Some statics are quite large. I don't really know how to perform compared to other large statics in PR, so I'll just mention polys per lod.


bgf_univermag_stalingrad (quite big static with only 2 lods)
lod0: 13.016 polys
lod1: 8469 polys

object08 (completely off center, but perhaps that is with reason? only one lod btw)
lod0: 6933 polys

hotel_volgograd (epic, but huge static with only 1 lod)
lod0: 14.159 polys

stalingrad_ruine (epic static, but only 1 lod)
lod0: 9040 polys


I think it really depends on the surrounding environment, the amount of statics you have there, etc. The above statics are really nice, but the lack of lods and large amount of polys may make it not so interesting to use. Modelers should comment on this I think.

It would have been better if these large statics were split up into several smaller statics, with proper lods too. Perhaps aserafimov from BGF (who made these as far as I know) still has the model files and can improve them some more. I've sent him a message about this.
Last edited by AfterDune on 2013-09-26 11:46, edited 2 times in total.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

@ Rhino: alright thanks for the info.To me it looks like a half finished/under construction concrete buildings so I guess I can make it fit with the right kind of surrounding objects :)

[R-DEV]AfterDune wrote: I think it really depends on the surrounding environment, the amount of statics you have there, etc. The above statics are really nice, but the lack of lods and large amount of polys may make it not so interesting to use. Modelers should comment on this I think.

It would have been better if these large statics were split up into several smaller statics, with proper lods too. Perhaps aserafimov from BGF (who made these as far as I know) still has the model files and can improve them some more. I've sent him a message about this.
Thanks alot mate, I really appriciate it! This information may be useful for the PN team aswell, but I'm sure they know most of this already. Im no modeler so I really don't understand what you are talking about xd, but I will upload a new minimap soon and point out where the statics will be then maybe you/someone can tell me if it's possible or impossible to use them at the locations in their current state, although I guess the updated ones will be ready before/after map testing, so if I keep them they will probably only be in maptest and then changed for final version(if they will be updated). Thanks again for checking it out :)

@Duuku: I tested the files you sent me, if I got it right you only removed scopes from the militias weapon and removed helmets on spawn kits right? For some reason I can now see all of the weapons the militia got which is nice, before I couldn't see the weapons from the crates, only the hands holding it. Could you maybe explain what lines in the text changed this? Just so I can get a better understanding of the Init.con and those files. And maybe you can post the same for russians? Because they still got scopes on spawn kits.
EDIT: Alright I figured out why I couldn't see the weapons, it was because I didn't update my init file with
run ../../Factions/faction_init.con 1 "ru"
run ../../Factions/faction_init.con 2 "chinsurgent"

New minimap, added some parts to the northern part of the city:
1.hotel volgograd - north city center
2.univermag - east of the central bridge
3.stalingrad ruins - sw of junkyard, SW part of map.
I'm not noticing any changes in fps when I'm close to the buildings but there are no object lightmaps yet, so I guess it will get worse after that perhaps.
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Last edited by Ason on 2013-09-27 09:52, edited 11 times in total.
Rhino
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rhino »

Mrslobodan wrote:@ Rhino: alright thanks for the info.To me it looks like a half finished/under construction concrete buildings so I guess I can make it fit with the right kind of surrounding objects :)
One thing to keep in mind is this static uses totally unique textures from every other static in your map, which as such, probably isn't worth loading them for. You should read this topic: https://www.realitymod.com/forum/f189-m ... mance.html


Also you should look into making custom sections for your river wall, as you have them now they are going to zfight really badly being so overlapped etc.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Aha, I thought it used ME texture. thanks for the info :)

Z-fighting is when 2 objects goes into eachother and flicker/blink right? I asked once before but I didn't really understand the wiki explanation which was linked to me.

When I built the riverwalls I made sure they flickered as little as possible so I always switched height a little bit on every other wall so they are not directly inside eachother(still able to run over them without getting stuck).
I flew over it with AH and didn't find too much problems with it, one thing I found was that from a distance the terrain goes through the wall but I guess I can fix it by moving the walls away from the terrain a bit. You are right though, custom walls would be the best solution but I just don't got time/energy to learn modelling atm :(
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Mineral
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Mineral »

SECOND LIFE - Z-fighting - YouTube

that kinda shows what zfighting is. but yeah, it's when two faces/objects whatever go threw eachother and overlaps and it starts flickering.

You can fix the terrain morphing. But it uses a bit of client performance so you'll first have to see if you map runs well for most people(low end pc's) and then see if your map can handle the code fix.
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Rhino
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rhino »

Mrslobodan wrote:Z-fighting is when 2 objects goes into eachother and flicker/blink right? I asked once before but I didn't really understand the wiki explanation which was linked to me.
ye pretty much, pics should help: Z-fighting - Wikipedia, the free encyclopedia
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Mrslobodan wrote:When I built the riverwalls I made sure they flickered as little as possible so I always switched height a little bit on every other wall so they are not directly inside eachother.
Problem with this is that they will then be very hard to walk over most likley, depending on what statics your using but my guess is they don't have a ramp around them.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

'[R-DEV wrote:Rhino;1953696']ye pretty much, pics should help: Z-fighting - Wikipedia, the free encyclopedia

Problem with this is that they will then be very hard to walk over most likley, depending on what statics your using but my guess is they don't have a ramp around them.
Ah thanks yeah that is what I thought it was :)

hehe you read my post too fast Rhino :) , I edited it 1 min after I posted with:
(still able to run over them without getting stuck).
I tried running over them just after you posted about them z-fighting and it worked very good :)

@ Mineral: Ah really? A fix without changing anything on the river/terrain ? Well I really hope it will be possible :)
Rhino
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rhino »

I wouldn't recommend using it, for starters it eats up loads of resources and makes your low detail texture look much worse.

You can play with your terrain to cut it down.
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Dukuu_npanop
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Dukuu_npanop »

Mrslobodan wrote: @Duuku: I tested the files you sent me, if I got it right you only removed scopes from the militias weapon and removed helmets on spawn kits right? For some reason I can now see all of the weapons the militia got which is nice, before I couldn't see the weapons from the crates, only the hands holding it. Could you maybe explain what lines in the text changed this? Just so I can get a better understanding of the Init.con and those files. And maybe you can post the same for russians? Because they still got scopes on spawn kits.
EDIT: Alright I figured out why I couldn't see the weapons, it was because I didn't update my init file with
run ../../Factions/faction_init.con 1 "ru"
run ../../Factions/faction_init.con 2 "chinsurgent"
Ah, the thing is that it was customized for _sp kits only. Militia kits themselves were all unscoped, my aim was to make them closer to chechens using some hamas kits to get rid of helmets. :) everything should work, just tested again, there were no empty hands bug, you can send me your init.con in PM and I can help you rework it, as I undersrand it is not so easy to grasp from the first time :) Also I can try to add basic unscoped kits for russians and send you reworked init.con back :)
Microwaife
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Microwaife »

???????????? ? ?????? - YouTube

very good footage of grozny. Maybe you find it interesting or helping.

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

Post by Ason »

[quote=""'[R-DEV"]Rhino;1953704']I wouldn't recommend using it, for starters it eats up loads of resources and makes your low detail texture look much worse.

You can play with your terrain to cut it down.[/quote]

Aha, then I will try to get it as good as possible by fixing the terrain, thanks :)

[quote="Dukuu_npanop""]just tested again, there were no empty hands bug, you can send me your init.con in PM and I can help you rework it, as I undersrand it is not so easy to grasp from the first time :) Also I can try to add basic unscoped kits for russians and send you reworked init.con back :) [/quote]
I fixed the empty hands bug, I just forgot to add:
run ../../Factions/faction_init.con 1 "ru"
run ../../Factions/faction_init.con 2 "chinsurgent"
It would be nice if you could send me the text for me to copy and paste to get rid of scopes on russian spawn kits, if you can get it to work :) but I don't think it's that important atm, I still got some work to do with terrain and statics so it can wait :)
Microwaife wrote:???????????? ? ?????? - YouTube

very good footage of grozny. Maybe you find it interesting or helping.
Thanks m8, I've seen that one before, alot of useful info even if it's in 1996. Just keep in mind when watching this that my city is based on much less destruction since my map is based on february-march 1995.
Just after the stuff these guys went through, btw I think this video gives a pretty clear picture of what happened during the first days and weeks of the war.
Last edited by Ason on 2013-09-27 20:29, edited 1 time in total.
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Mineral
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Mineral »

Its not happening. At least not by me. Too much effort.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

[R-CON]Mineral wrote:Its not happening. At least not by me. Too much effort.
yeah I was reading through some old posts and then I saw you said it might be possible so I got over excited and then 1 page later I saw you ran into some trouble, too bad :(
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