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Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-02 14:06
by Rhino
lucky.BOY wrote:The original static is a mess though, it uses colour texture from _asia folder fr example, the walls and floor are not welded at all, and it already uses a dirt texture where different colour texture would do the job as well, giving me no space to put on some burn marks etc.
If your doing this, you should look into replacing these statics as they have loads of serious issues, not adding to them...
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-02 17:09
by Pvt.LHeureux
Moszeusz6Pl wrote:I have checked pr\house_dest folder, I didn't hound hitpoints line in any of those, which all destrucatble statics had, so I think that they are all indestructible. And this is the same ones, that Falklands use.
Moszeusz6Pl is right, those houses are not destroyables, the _dest in their name means that they can be penetrated by bullets to kill the people inside.
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-02 18:17
by Ason
lucky.BOY wrote:kind of happy with the edit here:
The original static is a mess though, it uses colour texture from _asia folder fr example, the walls and floor are not welded at all, and it already uses a dirt texture where different colour texture would do the job as well, giving me no space to put on some burn marks etc.
EDIT: Lobodan, you can add some piles of debris as separate objects, right? That way you should have more flexibility than if i export some as a part of the static, and saves me time making them in the first place
That my friend is awesome! Yeah ofcourse i can add the piles of debris, i guess you mean so you don't need to "build" them into the model right?
I got one problem though, I need some explanation later of how to get the model and how to get it into the editor, but i guess that comes later?
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Looks really nice!
Moszeusz6Pl is right, those houses are not destroyables, the _dest in their name means that they can be penetrated by bullets to kill the people inside.
Alright, but they take up the same amount of space as normal destroyables? What I'm trying to say is, are they affecting performance the same way destroyables are? And do they count as destroyables, so they are still in the limit of 300 ?
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-02 18:19
by Amok@ndy
they affect the performance in the same way destroyables does, though they dont count to the 300 allowed destroyables.
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-02 19:15
by Mineral
Pvt.LHeureux wrote:Moszeusz6Pl is right, those houses are not destroyables, the _dest in their name means that they can be penetrated by bullets to kill the people inside.
that is not really true.Although they are penetrable yes
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the house_dest series has destructible meshes build in. But to my understanding of this they are just not enabled. They are quite annoying cause geom2 renders lightmaps too if I remember correctly and they take forever
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. But I could be wrong on that. But they do have a dest geometry.
house_dest_1a geom0:
house_dest_1a geom1:
Maybe you can ask somebody to re-export these houses but only the destroyed version, so you can use them to simulate your bombed town? I could do it myself but I got way too much on my plate right now
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Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-02 19:28
by Ason
GP_MineralWouter wrote:
Maybe you can ask somebody to re-export these houses but only the destroyed version, so you can use them to simulate your bombed town? I could do it myself but I got way too much on my plate right now
Yeah if somebody could do that it would be really great, i was thinking of this myself aswell, it would make it look so much better with some of these destroyed houses spread out in the city.
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-02 19:30
by Rudd
Maybe you can ask somebody to re-export these houses but only the destroyed version, so you can use them to simulate your bombed town? I could do it myself but I got way too much on my plate right now
That would be really useful
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-02 20:31
by waldov
That destroyed house model would be perfect for Grozny.
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-02 20:50
by PoisonBill
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-02 20:51
by Ason
Please dont use png format for screenshots, resave them as .jpg with 100 quality, they will look as good and will be much smaller.
Tried to do as you say, didn't understand the 100 quality part though
Anyways here is a photo of some fields i've been working on:
Does someone know where i can find the airportbuilding which is used in Basrah?
And while I'm asking, I'm also looking for the Hospital which is used in Fallujah, somebody knows ?
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-02 20:54
by rodrigoma
That looks quite good ;P , nice start
For the undergrowth one very good way to make grass and it might work well in your case is to use the "hexagon" mesh with a grass textures (there are plenty by default) you can mess with teh density and random scale etc to get just the look

keep the good work
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-02 21:00
by sylent/shooter
The airport building? As in the hangers or the actual terminal?
hanger is me_hanger01 I believe (it's the standard military staticobject tree that it's under)
the terminal is under the xpack staticobject tree
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-02 21:06
by Ason
[R-CON]rodrigoma wrote:That looks quite good ;P , nice start
For the undergrowth one very good way to make grass and it might work well in your case is to use the "hexagon" mesh with a grass textures (there are plenty by default) you can mess with teh density and random scale etc to get just the look

keep the good work
thanks m8! I'll try that, btw do you know what the CrossSize setting does?
Randomsizescale seems to be changing the height of the grass but CrossSize I dont know really.
The airport building? As in the hangers or the actual terminal?
hanger is me_hanger01 I believe (it's the standard military staticobject tree that it's under)
the terminal is under the xpack staticobject tre
Thanks alot my friend! I guess I will need both of them so thanks for both
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Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-02 21:18
by lucky.BOY
[R-DEV]Rudd wrote:That would be really useful
Is there a collision mesh import script for 3ds max? Because i dont want to recreate all cols every time im re-exporting something. I can re-export that house either way.
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-03 18:43
by Ason
-Updated
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-03 18:57
by rodrigoma
Not sure if you already know this but you can find the mini-map full image you generate in the editor in the "Editor" folder in you map folder, It's in DDS format so you will need Photoshop and the NVdia plugin or an equivalent
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-03 18:58
by waldov
Nice work on that road back there. remember you should be starting to consider what assets are going to be used because its important to design the map in a way that's sutible for them. For this map you could probably use a lot more heavy assets for the Russians because apart from the fact that IRL they used hundreds of tanks and aircraft the militia are also pretty well armed and it is an AAS map after all. One personal suggestion is the assets being like this:
Russia:
2x t-72 (its not grozny without tanks)
3x BMP
3x truck trans
3x logi
1x shilka ( they actually used a few of these to get the Chechens off the roofs.)
1x Hind (sounds overkill but the chechens will have AA guns)
Airstike
Militia/chechnya:
AT guns
2x zsu-23-4
1x AA technical (youll have to check up on that)
6x civi cars
2x technical
1x AT technical
2x truck trans
2x logi truck
just my suggestion tweak it make it how you want and good luck!
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-03 19:17
by Ason
waldov wrote:Nice work on that road back there. remember you should be starting to consider what assets are going to be used because its important to design the map in a way that's sutible for them. For this map you could probably use a lot more heavy assets for the Russians because apart from the fact that IRL they used hundreds of tanks and aircraft the militia are also pretty well armed and it is an AAS map after all. One personal suggestion is the assets being like this:
Russia:
2x t-72 (its not grozny without tanks)
3x BMP
3x truck trans
3x logi
1x shilka ( they actually used a few of these to get the Chechens off the roofs.)
1x Hind (sounds overkill but the chechens will have AA guns)
Airstike
Militia/chechnya:
AT guns
2x zsu-23-4
1x AA technical (youll have to check up on that)
6x civi cars
2x technical
1x AT technical
2x truck trans
2x logi truck
just my suggestion tweak it make it how you want and good luck!
Thanks for listing this man, many of the names i didn't know myself!
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This is also what i had in mind except for the 2x technicals and 1x AT tech, since they didnt really have those there right? I was thinking of replacing these with BTRs or BMPS since the chechen had a small regular force of about 300-400 men with some APCs and BMPs etc.
This is what i had in mind:
Russia:
2x t-72 (its not grozny without tanks)
1-2x BMP
3x truck trans
3x logi
1x shilka ( they actually used a few of these to get the Chechens off the roofs.)
1x Hind (sounds overkill but the chechens will have AA guns)
Airstike
Militia/chechnya:
1x BMP
1xBTR
AT guns (placed on the ground in some of the south city apartment buildings etc)
1x zsu-23-4 ( max 1, if not this I will also give Milita AA weapons on ground to pick up)
1x AA technical (some light AA vehicle could be nice for militia)
6x civi cars ( may be more or less)
2x truck trans
3x logi truck
Rodrigoma that sounds too complicated for me
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but thanks!
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-03 19:49
by Mineral
aa technicals and ZSU-23 are not in PR right now.
Re: [Map] Grozny (2km) [WIP]
Posted: 2013-02-04 14:39
by Ason
Does overgrowth and undergrowth affect performance alot? Because since I will have to downsize villages and the city I was thinking of balancing it out with more forests and more detailed forests. To increase performance can i exchange villages with forests or are forests affecting gameplay the same way villages and cities are, and thereby the only option to make the map lighter is placing fields with almost no objects/over/undergrowth?