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

Posted: 2013-09-28 22:00
by Ason
Is it possible to remove these 2 signs in the buildings files or is it only possible to do it in 3ds/3d model program?
If it's only possible in a model program, is it a big task ? I'm thinking of making a request for this but I just wanted to check if it's much work to get it done.
Image

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

Posted: 2013-09-28 22:02
by Rudd
can't be done, it's an EA model

what you CAN do is try and hide them using billboards or something

I'd use the one with teh crater in it too

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

Posted: 2013-09-28 22:03
by Rhino
[R-DEV]Rudd wrote:can't be done, it's an EA model
Its possible, but requires importing the model and doing a lot of fixing it up.

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

Posted: 2013-09-28 22:04
by Ason
[R-DEV]Rudd wrote:can't be done, it's an EA model

what you CAN do is try and hide them using billboards or something
ah, good idea. Didn't think of that, thanks :)

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

Posted: 2013-09-29 12:32
by Ason
--- found it.

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

Posted: 2013-09-30 09:30
by AfterDune
Mrslobodan wrote: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 :)
Good news, aserafimov from BGF has the max files for these buildings, he'll send them to me somewhere this week. The most important part then is to find someone who can create new lods and (if possible) split up the large models into smaller ones. I'm afraid I can't help with that part, it requires a modeller.

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

Posted: 2013-09-30 11:25
by Ason
'[R-DEV wrote:AfterDune;1954321']Good news, aserafimov from BGF has the max files for these buildings, he'll send them to me somewhere this week. The most important part then is to find someone who can create new lods and (if possible) split up the large models into smaller ones. I'm afraid I can't help with that part, it requires a modeller.
That's great news man! I really hope someone can help out, fingers crossed :)

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

Posted: 2013-09-30 11:53
by AfterDune
Yep, hope so too :) . That should be its own thread however, but we'll get there when we get there.

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

Posted: 2013-10-03 07:25
by Ason
Does someone know if I could use this as loading music or would there be copyright issues or something?

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

Posted: 2013-10-03 07:51
by Unhealed
Mrslobodan wrote:Does someone know if I could use this as loading music or would there be copyright issues or something?
Pretty sure you can, PR is a free mod after all. And I think we already have some of the copyrighted music in Vietnam mod and Normandy mod.

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

Posted: 2013-10-03 08:00
by Ason
Unhealed wrote:Pretty sure you can, PR is a free mod after all. And I think we already have some of the copyrighted music in Vietnam mod and Normandy mod.
Yeah I also thought about it being non-profit so it should be alright I guess.

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

Posted: 2013-10-03 09:17
by Mineral
It's not allowed. Nothing in PR has copyright on it. That would be against us being a free mod. We also need to keep to the copyright licenses.

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

Posted: 2013-10-03 10:35
by Ason
[R-CON]Mineral wrote:It's not allowed. Nothing in PR has copyright on it. That would be against us being a free mod. We also need to keep to the copyright licenses.

Alright :(

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

Posted: 2013-10-04 16:51
by Dukuu_npanop
Mrslobodan wrote:Alright :(
I promised you to show chechen war map, that's it :D :
https://docs.google.com/file/d/0B3JwRSZh5ct2MHdXNzd2Y3F0bm8/edit?usp=sharing
That is fools road day 2 coop for 1.0 8)

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

Posted: 2013-10-04 17:21
by Ason
Dukuu_npanop wrote:I promised you to show chechen war map, that's it :D :
https://docs.google.com/file/d/0B3JwRSZh5ct2MHdXNzd2Y3F0bm8/edit?usp=sharing
That is fools road day 2 coop for 1.0 8)
Awesome! I'll try it out right now :D

Nice map man! Cool that you made a chechen flag on the loadingscreen minimap :D Did you retexture the bmp-2 or was that already in game? I've never seen that before :O
So you know navmesh? Maybe you can help me out with that on my map when I'm done ;)

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

Posted: 2013-10-04 20:32
by Dukuu_npanop
Mrslobodan wrote:Awesome! I'll try it out right now :D

Nice map man! Cool that you made a chechen flag on the loadingscreen minimap :D Did you retexture the bmp-2 or was that already in game? I've never seen that before :O
So you know navmesh? Maybe you can help me out with that on my map when I'm done ;)
Lot of action with 48 bots isn't it? :p Bmp2 was already ingame, fixed vbf2 version in 1.036. Fools Road Day 2 is the map from PR 0.87, it was already navmeshed, old navmeshes are compatible with new PR maps if there were no significant changes made (devs doubled the old bridge in fools road so bots use vehicles too ridiculously on them :lol: so I just put the vehicles after the bridge). ;-) Also I took this minimap with chechen flag from the old map as well :mrgreen:
I created navmesh for Iron Ridge some time ago but the navmeshed map in 1.0 ruined my plans :-) , I used some tutorials and ceased making navmesh at the stage of editing in 3dmax :-) maybe we can try making navmesh to Grozny as well, aslo it's too sad that bots cannot ambush :-( However, in fools road day 2 bots often use sideroad hills and it looks like an ambush as they see through the trees :-) Maybe it's possible to lay some paths to bots through the buildings, so they can shoot at armored vehicles right from the windows, awaiting navmeshing specialist... :p

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

Posted: 2013-10-10 11:26
by Ason
I'm trying to figure out how to place rallypoints but I'm having some trouble :/

This is what I found so far
https://www.realitymod.com/forum/f189-m ... audit.html
Rally Points:
Again, in my version of Daqing I have no use for rally points but if you do, here is how you set them up. If you have done the pr_edit tut and if you look down the bottom of your object spawner templates, you will find templates for all the types of rallypoints you should need (apart from the millita for the moment). Basicly all you need to do is set them up like any other object, adjust the settings as per the guide lines and team lock them and they should work
https://www.realitymod.com/forum/f354-c ... lines.html
These are a variation of the Squad Leader Rally Points that can be placed by mappers. These can be used to create team specific spawn locations. These work exactly like vehicle spawners. These are destroyable.

There are 2 types of Mapper Rally Points:

5-minute Expiring Mapper RP:...
rallypoint_taliban_placeable
rallypoint_meinsurgent_placeable
rallypoint_usa_placeable
rallypoint_us_placeable
rallypoint_gb_placeable
rallypoint_ru_placeable
rallypoint_mec_placeable
rallypoint_ch_placeable
But I can't find any of these in the object dropdown box... The only rallypoint I can find in my list are:
rallypoint_cf_placeable
rallypoint_cf_0

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

Posted: 2013-10-10 11:31
by melonmuncher
You might not be loading them in the editor, I think you need to load common objects.
If not, just place a CF rally and change it in the GPO
Dukuu_npanop wrote:Maybe it's possible to lay some paths to bots through the buildings, so they can shoot at armored vehicles right from the windows, awaiting navmeshing specialist... :p
Possible but not really worthwhile.

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

Posted: 2013-10-10 11:39
by Ason
[R-DEV]melonmuncher wrote:You might not be loading them in the editor, I think you need to load common objects.
If not, just place a CF rally and change it in the GPO



Possible but not really worthwhile.
Ah now it works after loading common, thanks melon :)

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

Posted: 2013-11-05 14:52
by Ason
How do I use different textures on BMPs? At the moment they got the 3 colored texture, (green,brown and black) but I would like to use the one with only green, the one they got on Dovre.

Also maybe someone know where I can find a wooden beam, it's the same type which is used in the trenches but it's only one beam, I used it once but I can't find it anymore :/