[Map] Ursa Initiative (2km) [WIP]

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azreal64
Posts: 188
Joined: 2008-02-10 20:21

Re: [Map] Ursa Initiative [WIP]

Post by azreal64 »

yea those two statics don't have LODs so they crash any map they are put on. However Rhino is working on some vegetation similar to that, that can be placed as undergrowth. I would image it will ship with .9
Retired Forgotten Hope 2 Developer
Khidr
Posts: 76
Joined: 2007-02-16 04:03

Re: [Map] Ursa Initiative [WIP]

Post by Khidr »

I vaguely recall reading somewhere that tree stumps were a bad thing in PR.

Is there a stump static that is ok to use?
Is this problem only when it is used as overgrowth?
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Map] Ursa Initiative [WIP]

Post by Scot »

I'm pretty sure the stump statics don't render at distance, I think that is the problem.
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Ursa Initiative [WIP]

Post by marcoelnk »

K:h:i :d :r: wrote:I vaguely recall reading somewhere that tree stumps were a bad thing in PR.

Is there a stump static that is ok to use?
Is this problem only when it is used as overgrowth?
use the vbf2 ones , not the PR ones.
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Khidr
Posts: 76
Joined: 2007-02-16 04:03

Re: [Map] Ursa Initiative [WIP]

Post by Khidr »

Updated the OP with some pics of the developed areas of the map.
All the jpegs are new, the pngs are unchanged.



Also have more lightmap issues.

Do samples exist for these?

- staticobjects\pr\industrial\truck\truck_trailer
- staticobjects\america\vehicles\xp2_oiltruck_01
Raniak
Posts: 968
Joined: 2007-01-25 01:31

Re: [Map] Ursa Initiative [WIP]

Post by Raniak »

I remember being said that the tree stumps would make tanks explode. I think that Rhino fixed them for Quiling but I'm not sure, you should ask around.
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IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [Map] Ursa Initiative [WIP]

Post by IronTaxi »

[R-DEV]Rhino wrote:miss matching of lighting and dynamic shadows wouldn't blend etc.
meh...

getting the tunnels dark would be worth it in my opinion..

whats the etc btw??? :P
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: [Map] Ursa Initiative [WIP]

Post by space »

K:h:i :d :r: wrote: I know about the destructible limit, what I wanted clarification on is whether the smoke/fire/water effects fall under the the same restrictions.
Effects cause alot of lag, and if there's too many, it can even crash the whole map. The same with destructible's. I'm optimising my map at the moment, and you'd be surprised how much stuff you can remove, without having very much affect on the look of the map. Id much rather have more trees etc, than the occasional exploding box, or smoke effect.
K:h:i :d :r: wrote: ....... any chance on getting the staticobjects directory pdf?
Do you mean this?:

bf2_Static_Objects.pdf
Khidr
Posts: 76
Joined: 2007-02-16 04:03

Re: [Map] Ursa Initiative [WIP]

Post by Khidr »

Do you mean this?:

bf2_Static_Objects.pdf
Yeah exactly something like that. Thanks very much. Has anyone done this with the PR statics?
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Ursa Initiative [WIP]

Post by marcoelnk »

Looking good mate.
Id think about changing the skytexture though. Doesnt quite fit imo.
If you want a custum skytexture i can give you some good sites where to find ones that can easily be implemented in your map.
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Khidr
Posts: 76
Joined: 2007-02-16 04:03

Re: [Map] Ursa Initiative [WIP]

Post by Khidr »

Yeah the sky I'm not too fixated on. I'll try anything that looks good but I do like dusk/dawn skies more than high noon type skies.

I found a site with 100-200 custom skies. Note sure if they are for public use though but there was a lot to choose from. I'll trade your websites tomorrow on TS.
Scar
Posts: 52
Joined: 2009-01-02 22:05

Re: [Map] Ursa Initiative [WIP]

Post by Scar »

Nice...inland action FINALY! ...al the action is on other countries...
"La primera baja en una guerra es la verdad"
- Scar -
Ricardo-SC
Posts: 43
Joined: 2008-08-27 01:25

Re: [Map] Ursa Initiative [WIP]

Post by Ricardo-SC »

I liked the style of the map (forest / "village")

Very good job! i love! :mrgreen:
*Sorry for my bad English.

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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Ursa Initiative [WIP]

Post by badmojo420 »

Wow, the map looks great. I especially like the looks of that paved road running along the hill, beside the small community. I would suggest using a paved road leading up to the truck yard, gravel/dirt looks a little out of place with all those big trucks.
Khidr
Posts: 76
Joined: 2007-02-16 04:03

Re: [Map] Ursa Initiative [WIP]

Post by Khidr »

Yeah I've been dragging my feet when it comes to finishing up or even updating my roads. I am really not motivated to deal with them yet.

I will consider your suggestion badmojo, the area is becoming more developed than I had originally intended so that particular road may get upgraded to pavement.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Ursa Initiative [WIP]

Post by badmojo420 »

[R-CON]WallyJas wrote:Really interesting stuff ..... I like it.

I am wondering why Canadia would not send the police to take on the militia, would they really involve the army?
It's happened before. Back in 1990 the government ended up sending the CF to a Native Protest. First the local police(SWAT) tried to handle the situation, and a cop ended up getting shot in the face and died. So, they called in the RCMP (Royal Canadian Mounted Police) which didn't do any better, so finally the provincial government of Quebec called for military assistance from the National Gov and the Canadian Forces ended up moving in and clearing out the protesters and road blocks. No shots were fired, but it goes to show that a bunch of armed and pissed off people are sometimes too much for the police to handle.

Oka Crisis - Wikipedia, the free encyclopedia
=(DK)=stoffen_tacticalsup
Posts: 231
Joined: 2008-04-24 09:45

Re: [Map] Ursa Initiative [WIP]

Post by =(DK)=stoffen_tacticalsup »

This is by far the best looking map I have ever seen. The screenshot with the lake and the small village is the best view ever made of PR. Beats the settings from Barracuda! BEATIFUL!
Khidr
Posts: 76
Joined: 2007-02-16 04:03

Re: [Map] Ursa Initiative [WIP]

Post by Khidr »

I believe a similar event to Oka took place in BC during the 90's also. I want to say APC were deployed but I really have no clue. I will try to find info on the actual event.

EDIT: This is what I was talking about:
http://en.wikipedia.org/wiki/Gustafsen_Lake_Standoff
Gaz
Posts: 9032
Joined: 2004-09-23 10:19

Re: [Map] Ursa Initiative [WIP]

Post by Gaz »

Looking excellent :)
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"By profession I am a soldier, and take pride in that fact. But I am prouder, infinitely prouder, to be a father". - Gen Douglas MacAurthur.
-Proud wearer of motorcycle helmets since 1998.
Khidr
Posts: 76
Joined: 2007-02-16 04:03

Re: [Map] Ursa Initiative [WIP]

Post by Khidr »

Pics of basic lumber yard have been added. I am open to suggestions for anything that needs to be added there.

Also, should those floodlights still be lit up or should they be turned off?

Have some questions:

- If I replace individual overgrowth trees with hand placed staticobject trees, will the map get better performance?
- I wish to render this map's lightmaps on high in the final stages. Is this ok or are all PR maps light mapped on medium?
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