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Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-03-31 16:07
by Rabbit
Microwaife wrote:Huuuuge jump forward, especially the lighting.
Love that there are some still relatively nice parts in the city, and then some really destroyed ones.
I'd put more cover on that plaza at 1:54 though...
Dunno, looks like the level already as low FPS, more objects could reduce it even more. Level looks awesome though!
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-03-31 17:16
by LITOralis.nMd
That is so amazing, hope you understand just how much this community is going to be loving the gameplay in this map,
want to play now!
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-03-31 17:52
by Ason
Thanks guys!
Microwaife wrote:
I'd put more cover on that plaza at 1:54 though...
Noted
Dukuu_npanop wrote:Awesome work, Ason!
I think it will be the best reflection of Grozny Battle, compiled from the statics available in BF! Suburbs (little houses) are perfect to me, the only thing I can advise to you is that the city itself looks a bit Middle-Easternish: apartment houses are too close to the traffic ways, sidewalks are too narrow. It is usually a lot of room between the apartment house and the traffic ways in ex-Soviet cities. Here's google streetview link as an example:
https://www.google.ru/maps/@55.758862,52.008588,3a,75y,302.94h,69.71t/data=!3m4!1e1!3m2!1sZ2SeDAk_IFGAf6zITF0wig!2e0
It's up to you whether to implement it or not, anyways you have already made a great work.
Yes I agree with you, but I doubt I will do anything about it since I would have to basically remake the entire city
[R-CON]Rabbit wrote:Dunno, looks like the level already as low FPS, more objects could reduce it even more. Level looks awesome though!
I think it's because of my laptop, since 1.0 I can't even play online anymore, lags too much and I can only play against 24-26 bots with all graphics on low so I'm pretty sure it's my bad laptop.
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-03-31 18:23
by Rabbit
Ason wrote:
I think it's because of my laptop, since 1.0 I can't even play online anymore, lags too much and I can only play against 24-26 bots with all graphics on low so I'm pretty sure it's my bad laptop.
Well its that and the wreak statics you used. The ones you flipped upside down to make big wreaked buildings are problematic in groups. They have 300 tris on the last LOD 4 materials and 2 textures on the LODs and all together over 1000 tris. They are on PRww2s todo list though.
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-03-31 18:34
by Rhino
Ye looks pretty good but you've still gotta do quite a bit of work, mainly optimization work. I'm seeing statics from all over the place, lots of ME walls and buildings although that isn't so bad since your using quite a few different ones but the thing you really need to get rid of is the odd Chinese static I saw like the Chinese phone booth, which loads a bunch of Chinese static textures and iirc, has Chinese text on it too although the texture loading is the worst bit...
Read this topic here and would go though all the statics in your map and see if they are really worth having based on it:
https://www.realitymod.com/forum/f189-m ... mance.html
Also saw quite a few zfighting problems and odd placement, should look into them and those water planes need lightmaps with also the LM atlas built in order not to be blue ingame
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-03-31 19:16
by Ason
'[R-DEV wrote:Rhino;1994728']Ye looks pretty good but you've still gotta do quite a bit of work, mainly optimization work. I'm seeing statics from all over the place, lots of ME walls and buildings although that isn't so bad since your using quite a few different ones but the thing you really need to get rid of is the odd Chinese static I saw like the Chinese phone booth, which loads a bunch of Chinese static textures and iirc, has Chinese text on it too although the texture loading is the worst bit...
Read this topic here and would go though all the statics in your map and see if they are really worth having based on it:
https://www.realitymod.com/forum/f189-m ... mance.html
Also saw quite a few zfighting problems and odd placement, should look into them and those water planes need lightmaps with also the LM atlas built in order not to be blue ingame
1.Yeah I have looked at that texture tutorial a few times and I thought I didn't mix that many textures. Do I need to open every single object with bf2meshview to find out which textures are used?
2.I will remove the phone booth. I was also told earlier about removing some asian walls but I can't find which one. Other than that I don't know of any more asian statics. did someone see the walls in the video?
3.could you perhaps tell me a little bit more about the "odd placements", hard to know which one you mean.
4.The waterplanes are affected by envmaps right? Because I haven't done envmaps yet, I thought I'd save that until after final lightmaps.
5.Also another question, I changed the layer on the static fields to layer 9 but they still got the ugly shadows, what am I doing wrong?
![Sad :(](./images/smilies/icon_e_sad.gif)
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-03-31 20:47
by Rhino
1/2. Not for every static no although if your unsure on what type of textures it uses it a good idea. As per the tut what objects use what textures are generally grouped up together in the same folder when selecting them. Also some vBF2 statics are prefixed with many Asian statics have a "ch_" prefix such as "
ch_house_modern_01".
But the "ch_phone_booth" is in fact in the common props folder and taking a closer look, uses the normal common textures and doesn't have any Chinese text on it either so its naming in this case is very misleading and your actually fine to keep it
As for the other chinese walls you might have, try searching for "ch_" in your staticobjects.con and you might find some that way.
3. Think I've mentioned it b before but basically the shnt walls that are overlapped which will cause zfighting and some with gaps etc, mainly around your river.
4. the ENVs only give the water a reflection on them. Waterplanes need LMs in order to become transparent etc. Also generating a quick single ENV map takes 2secs so no reason to hold off on doing a quick temp one for testing etc and doing better ones when your LM are done
5. I take it you mean the fields casting shadows on your terrain? You need to turn off the layer before LMing so they are not visible, or delete them.
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-04-02 16:50
by Ason
Alright, thanks for the feedback and help
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-04-06 13:28
by Zemciugas
Looks brilliant. Although I miss the more war torn look from the first video. Looks like you've removed certain wrecks and fires in the buildings, I think adding a bit more fires, wrecked tanks, some arty craters in the streets and some more cars all over the place would do good. Love the messed up roads you have in some places and the ammount of destroyable walls, really fitting. The city looks very natural, nicely progresses from the highway through the suburbs to the big apartments, very interesting map, nothing quite like it in PR as of yet. Keep it up, this will be one of the best maps in PR imo.
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-04-12 12:09
by Ason
thanks Zem, feedback noted
[R-DEV]Rudd wrote:add your static fields to a gamemode layer without any gamemode/playersize set, then untick that layer to make it disappear, then re-lightmap the grids they were in to remove their shadows. You can select 'nearest' grid when starting the lightmap to re-lightmap only one individual grid, rather than every grid again.
I did exactly like you wrote rudd but nothing happens, there is still the black patch of shadow.
I also tried pressing "disable layer" before lightmap but still nothing :/
And perhaps someone who speaks russian can tell me if this translation is correct:
Tsentralnyy Park Kultury i Otdykha im. Kirova - Central Park of Culture and Leisure. Kirov
Is Kirov the name of the park, can I translate it to "Kirov Park" ?
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-04-12 16:38
by Rhino
Delete the fields, (don't save), LM terrain, exit editor without saving, launcher editor and load map and if there is still a shadow, then either your LM isn't generating or saving or there is something else causing the shadow.
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-04-13 14:11
by Ferdinand_Amadeus
Ason wrote:And perhaps someone who speaks russian can tell me if this translation is correct:
Tsentralnyy Park Kultury i Otdykha im. Kirova - Central Park of Culture and Leisure. Kirov
Is Kirov the name of the park, can I translate it to "Kirov Park" ?
Yes, you can translate it to Kirov Park.
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-04-16 11:38
by Ason
Thanks guys
Does someone know if there are any tutorials of how to set up artillery, I can't find anything:/
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-04-16 12:01
by Rudd
Ason wrote:Thanks guys
Does someone know if there are any tutorials of how to set up artillery, I can't find anything:/
for artillery you need to create 3 delayed spawn objectspawners per team. these should spawn the object artillery_team1 for team 1 and artillery_team2 for team 2 attached these to your main bases and put the objects far out into the secondary terrain so they cannot be seen
usually spawntime is 1800seconds
Mortars might need 4 objects per team, can't remember which, but artillery is 3.
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-04-16 13:44
by Ason
Thanks rudd, btw can I test if it works on my own or do I need a squadleader to mark?
I tried it on my own by just jumping in the commandpost and setting the big red marker (same as mortar mission but red) when the "area attack" bar had loaded, unfortunately nothing happened :/
I also couldn't mark targets for "Area attack", only mortar mission(as squadleader). Perhaps because there was no commander?..
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-04-16 13:52
by Rudd
There is a way of doing it alone...k4on knows it (those beta tester gurus and their magic....) but I only know the normal way of having a SL and a commander
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-04-17 19:23
by Daniel
Can you not simply do a request as squadleader, then asap apply commander and accept it?
![Wink ;)](./images/smilies/icon_e_wink.gif)
If not, I am PRETTY sure there is an "rcon" command to "spawn" the "artillery_team1" or so directly in front of you, on your feet...
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-04-24 17:33
by Ason
Daniel wrote:Can you not simply do a request as squadleader, then asap apply commander and accept it?
![Wink ;)](./images/smilies/icon_e_wink.gif)
If not, I am PRETTY sure there is an "rcon" command to "spawn" the "artillery_team1" or so directly in front of you, on your feet...
If someone knows how to spawn it, I would be happy to know how
![Smile :)](./images/smilies/icon_e_smile.gif)
Although I'm not entirely sure how it would help me since I don't think it's possible to enter the artillery, or is it?
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-04-24 17:55
by LITOralis.nMd
I once was told how to spawn the JDAM waiting for a beta tester session to start, so yes it is possible. And yes, I pissed off K4on and Afterdune that day using it.
IF your PC and laptop can both run PR, set up a quick LAN game to test it? Just a suggestion.
Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2014-04-24 18:18
by Ason
[R-COM]LITOralis.nMd wrote:I once was told how to spawn the JDAM waiting for a beta tester session to start, so yes it is possible. And yes, I pissed off K4on and Afterdune that day using it.
IF your PC and laptop can both run PR, set up a quick LAN game to test it? Just a suggestion.
That's a superb suggestion Lito, you did it again!
![Smile :)](./images/smilies/icon_e_smile.gif)
I can't believe I didn't think of that.