Sangin - nearly ready for testing...

Insights into the development of Project Reality.
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Sangin - nearly ready for testing...

Post by Dr Rank »

Ok, so just a very quick update, for anyone not following the last blog post, which I've been periodically updating, the map is ALMOST ready for testing. So what's left?

The core work on the map is all done.


I've created a list of tasks for other members of the team to support me finishing it off, that include:
  • Coding new gamemode variants/additions (more to come on that once it's all up and running)
  • Fixing up some objects (hopefully some improvements to the look of the fields, and other overgrowth objects, lighting wise), tweaking some draw distances, LOD switch distance etc.
  • A couple of new textures (fields and bridge)
  • A few other coding tasks
At some I'll lightmap it in 3DS MAX but I'll want to be sure I've put in all the final objects and any errors testers might find are fixed before that as it'll be a big task.

I'll update again once testing really begins. Shouldn't be too long...

I'll post some images of the compounds once the lightmaps are done on them; they look a bit strange at the moment with them all being lit inside.

UPDATE:

Barring any errors or tweaks I feel like making during testing, the compounds are now done! I've managed, with help from the team, to get the normal fields, hedgerows etc. to draw the full view distance:

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Another one:

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And another:

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1 shot showing the inside of a compound. Like I say, the compound buildings look odd being bright inside, they'll look a lot better once they're lightmapped and have proper shadows:

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Surrounding terrain

Here’s a shot showing the improvements I’ve made to the transitions into the surrounding terrain. You’re normally restricted to just using LOD overgrowth which can look really nasty close up and break the immersion. Managed to find a way around that:

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Another Update:

Having the first major gameplay test this Saturday (6th June), hopefully enough of the team will be available to give a proper impression of what the gameplay might be like. Not using the new spawn mechanic for this one, more of a standard INS set up but with the Taliban having more vehicles to use, spread out across the map rather than in a traditional vehicle hub in the main base. Probably put too many vehicles in for them, but I’d rather there be too many than not enough when testing.

Not actually going to write a whole new blog, the main thing learnt from the test was that the new Taliban spawn system definitely needs to be experimented with as normal insurgency style spawning will, as suspected, just make it too difficult/annoying for the Taliban forces. Also CAS is probably going to be overpowered without either handheld or vehicle AA, although that may change a little with the new spawn system. Fast air might be an option still. but will need lots of testing. The team isn't big enough for a proper test so I'll be looking to do a BETA weekend or two in the not too distant future.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Post by Rabbit »

To merge them into a single static rather than several?
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AfSoccer "I just don't see the natural talent."
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Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Post by Dr Rank »

Rabbit;bt11120 wrote:To merge them into a single static rather than several?
Not merge, Rhino's had a new, very clever idea. Needs to test it first though, before he/we would say anything about it, just in case it doesn't go according to plan!
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Wicca
Posts: 7334
Joined: 2008-01-05 14:53

Post by Wicca »

Good luck :) let me know if you need a server to test it on.
Xact Wicca is The Joker. That is all.
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Post by Dr Rank »

Wicca;bt11122 wrote:Good luck :) let me know if you need a server to test it on.
Thanks Wicca :)
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WeedT0aster1
Posts: 21
Joined: 2017-06-25 12:03

Post by WeedT0aster1 »

Hello rank, I have left all discord servers because my account fucked up, can you send me the discord link?
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Post by Rabbit »

Can't wait to play this again
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AfSoccer "I just don't see the natural talent."
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Post by Rabbit »

How did you manage the non **** lod stuff.
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AfSoccer "I just don't see the natural talent."
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Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Post by Dr Rank »

Rabbit;bt11152 wrote:How did you manage the non **** lod stuff.
I duplicated the overgrowth objects I was using, say for example the grassfield_100m, renamed the duplicate and every file in it to something else, in this case grassfield_100st. I then opened every .con file in the folder and changed every reference to the file name, updating them all by adding st at the end of grassfield_100m. I then deleted the lod .staticmesh file, created a copy of the main .staticmesh file, and renamed it as the lod one. The engine then treats the copy of the main mesh as a LOD and is fine with it being in the surrounding terrain.

The main downside to this method is that most of the overgrowth you add will not then switch to the normal, tri saving LODs at any range, so you have to be pretty sparing with it. I just use it to roughly the point in the distance where, if you're stood at the edge or the map, you'd be able see it's main model before it would switch to the LOD anyway. Beyond that point I've just used LOD overgrowth as you normally would.

However, the grassfields have been coded differently and still switch to a LOD, even after you replace the lod staticmesh. Not sure how it works, but I presume the same method could be used for other overgrowth in the future. I've put the grassfields far enough back into the surrounding terrain to mean that, unless you actively go looking for them to end, you're not going to see to the point where they stop.

I've not noticed any impact on performance.

I also had to increase the draw distance of the tree LODs, again using duplicate files (otherwise they only drew to about 400m) just using the cull radius line in the lod.con file i.e.

Code: Select all

GeometryTemplate.create StaticMesh tree_deciduous_3astlod_lod

ObjectTemplate.create SimpleObject tree_deciduous_3astlod_lod
ObjectTemplate.saveInSeparateFile 1
[COLOR="Red"]ObjectTemplate.cullRadiusScale 15[/COLOR]
ObjectTemplate.creator MB03:mb
ObjectTemplate.geometry tree_deciduous_3astlod_lod
Also, as is usually done for the fields, I changed the isOvergrowth to 0 for all the LOD overgrowth in the surrounding terrain.
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Rico
Retired PR Developer
Posts: 1345
Joined: 2004-08-06 16:28

Post by Rico »

This is awesome Rank! Always checking back to see how this map is going, so if you need any help testing let me know.
albertopyhy
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Post by albertopyhy »

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ronlynch07
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Post by ronlynch07 »

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Sambam
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Post by Sambam »

Great work. I am very excited to try this. Thank you.
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Trail
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Post by Trail »

This looks great so far, I wonder what else we will be able to do. north vancouver handyman
jamesgeller911
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Post by jamesgeller911 »

Nice update, I hope the bugs are fixed. Ill try this mod soon as I get home Davenport HVAC Business
superedan68
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Post by superedan68 »

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abbyrconley
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Post by abbyrconley »

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Sambam
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Post by Sambam »

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