[?] a few questions

Making or wanting help making your own asset? Check in here
Post Reply
Expatriate Gamer
Posts: 89
Joined: 2008-08-24 05:56

[?] a few questions

Post by Expatriate Gamer »

Hi, I am interested in making a PR Map, and I have the means to do so through a friend who is a very experienced mapper. However before I would even question him into helping me I have a few questions.

I understand Mapping can take many months, however if I do invest my time/resources into creating a map what requirments does it have to meet in order to be used in basic map packs?

Also I am very interested in making a map based on the idea of an attack on Pittsburgh, far fetched I know. I live in Pittsburgh and I know the city and area well.

It would either be USA vs Russia or USA vs China, I don't know yet
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: Hi, just a few questions before I would begin.

Post by AFsoccer »

Good to hear you're interested. And yes, mapping takes 6-8 months at a minimum for a good map. Take a look at the sticky threads for the requirements that PR looks for, especially this thread: https://www.realitymod.com/forum/f354-community-maps/56210-pr-mapping-guidelines.html
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Hi, just a few questions before I would begin.

Post by Rhino »

Basically as long as your map is good enough (which if its looking good we will help you in the final stages to get it there) and it meets the requirements of PR (ie, not an arcadey map and represents realistic combat etc) then there is really no reason why we wouldn't use your map.


As for a Map based in the USA, I really wouldn't, epically not for a first map. There isn't really any decent American statics in the mod, there is a few in BF2:AF but I really wouldn't use them as they are pretty rubbish. I recommend you try a much simpler concept for a new map to start off with. Once you have one map under your belt then you can look at going onto bigger things :)

Also before you start making a full map I would recommend you make a small, 256 map for just testing and getting a feel for the editor, doing the first bunch of basic tutorials with them and
just generally get a feel for the editor. Small maps will save in the editor much faster and if you screw up its no big deal :)

Once you have done that, then you can go onto making a full map for PR :D

Also take a look at this tut list here should help you, I wouldn't constantly bug your friend for info when you can learn pretty much everything at your own pace with tuts: https://www.realitymod.com/forum/f189-m ... pping.html
Image
H.sta
Posts: 1355
Joined: 2006-12-07 12:40

Re: Hi, just a few questions before I would begin.

Post by H.sta »

Actually the Norwegian Forces team is looking for more mappers

if you are interested in making a Afghanistan map for us, just drop me a PM :D
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Hi, just a few questions before I would begin.

Post by Wicca »

are we really looking for mappers hsta? I though zeno made like 20 maps?
Xact Wicca is The Joker. That is all.
H.sta
Posts: 1355
Joined: 2006-12-07 12:40

Re: Hi, just a few questions before I would begin.

Post by H.sta »

He is working on 2-3 maps, where 1 is nearing completion, you are working on 1 and we got 1 more aswell

we could use 1 more mapper
Expatriate Gamer
Posts: 89
Joined: 2008-08-24 05:56

Re: Hi, just a few questions before I would begin.

Post by Expatriate Gamer »

Is there any Devs who have made their own statics? Of course Id have to keep it simple and much time would have to be invested but Im curious
Expatriate Gamer
Posts: 89
Joined: 2008-08-24 05:56

Re: Hi, just a few questions before I would begin.

Post by Expatriate Gamer »

Is there anyone I can consult that has experience making their own static buildings?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Hi, just a few questions before I would begin.

Post by Rudd »

I'm afraid that staticmodellers is one thing that PR is weak on

a USA map isn't out of the question, but you'd have to go rural to make it work.

However I second Rhino's sentiment that you should try something else first.

You'll learn a TONNE from doing your first map, when you are doing your second map you'll look back on your first map and think "why the hell did I do it that way? this new way I've learned is faster, better looking etc"

if you want to make a good USA map, I recommend you do it later, and for now start on something more conventional. One good way to learn is to do an audit
https://www.realitymod.com/forum/f189-m ... audit.html

you could try downloading an OLD PR map and bringing it up to PR standards for example.
Image
Expatriate Gamer
Posts: 89
Joined: 2008-08-24 05:56

Re: Hi, just a few questions before I would begin.

Post by Expatriate Gamer »

Thanks guys, I can't tell you how much it means that you guys would throw some advice my way.

My room mate/friend also avid PR player plays with map editing all the time, and I've talked with him, If I model some statics which I can do he'll make the map if I just tell him my basic ideas for it. For school I had to draw so many Pittsburgh buildings in autocad... I just need to know which program I should use to make statics for the bf2 engine... I am willing to throw many months at this just to get a feel for it, I don't mind taking baby steps.

I just have so many ideas and I know if I just get the stone rolling, I know I can make something to be proud of. I do know my limits though and my inexperience.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Hi, just a few questions before I would begin.

Post by Rhino »

Expatriate Gamer wrote:Is there any Devs who have made their own statics? Of course Id have to keep it simple and much time would have to be invested but Im curious
Yes, Me :p

One of my main statics: https://www.realitymod.com/forum/f316-2 ... crane.html

Expatriate Gamer wrote:Is there anyone I can consult that has experience making their own static buildings?
Not really, I'm way to busy and there isn't anyone else but you can consult a load of tutorials :p
Small problem is there isn't really many tutorials out there on Static modelling for BF2. There is only really once 1/2 decent one which I've made here, explaining the basics of how to texture BF2 statics since its radically different from how you would texture a normal model.

https://www.realitymod.com/forum/f189-m ... ettes.html

Expatriate Gamer wrote:Thanks guys, I can't tell you how much it means that you guys would throw some advice my way.

My room mate/friend also avid PR player plays with map editing all the time, and I've talked with him, If I model some statics which I can do he'll make the map if I just tell him my basic ideas for it. For school I had to draw so many Pittsburgh buildings in autocad... I just need to know which program I should use to make statics for the bf2 engine... I am willing to throw many months at this just to get a feel for it, I don't mind taking baby steps.

I just have so many ideas and I know if I just get the stone rolling, I know I can make something to be proud of. I do know my limits though and my inexperience.
AutoCAD is hardly anything like 3DsMax. Before I got into game modelling I was also quite advanced in CAD, mainly dimension driven CAD like Autodesk Inventor etc but I also did a bit of AutoCAD and I can tell you now having to re-learn the differences between CAD and Game Modelling was the hardest part for me and took me many years and many failed attempts before I was able to make any decent models where as CAD I was able to pick up in a flash when I first started it. Although that's just me and you wont necessary have the same problem but I'm telling you now, you can't go modelling a game model, epically a static object like you would a CAD model. In CAD your making an object to be as accruate as possible. In Game Modelling, you only trying to make the object look right while keeping its tri count as low as possible (and also modelling to textures with statics as that tut above will explain a bit). If you go modelling a game model like you do with CAD, you will end up with a model you can't use (although if your doing high poly modelling to bake down to a low poly model that's not necessarily true but you can't do that with statics unless your crating new pallets).


Basically like I've said before and like Rudd has said, your best off just making a basic map for now if your planning on just mapping.

How ever if you really want to forget about mapping (at least for now) and work on staticobjects, that would be really, really good since we badly need more static modellers in the team. If you show signs of potential I will help you out on these forums like anyone else :)
Image
Expatriate Gamer
Posts: 89
Joined: 2008-08-24 05:56

Re: Hi, just a few questions before I would begin.

Post by Expatriate Gamer »

[R-DEV]Rhino wrote: How ever if you really want to forget about mapping (at least for now) and work on staticobjects, that would be really, really good since we badly need more static modellers in the team. If you show signs of potential I will help you out on these forums like anyone else :)
Thank you so much for your advice. I think I am leaning towards forgetting about mapping for now and work on static objects. I am actually pretty experienced with Inventor/AutoCAD/Etc however yes I must confess I am not nearly as experienced in 3dsmax however I have acess to willing people to sit down with me when ever I hit a wall who are experienced.

I have all the time in the world too

Thanks a LOT Rhino.

I am going to take it slow but I really think I would enjoy making buildings for a American City map.

Maybe 2 Months from Today, I'll post some images from 3dsmax that I can be proud of.... but until I have something that *I* believe is worth showing people I won't :D
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Hi, just a few questions before I would begin.

Post by Rhino »

Sounds really good!

How ever I would advise before you have a go at making American statics to start making some Middle Eastern, Asian, Industrial or Military statics first so you can get to grips with texture pallets as all of the above BF2 is filled with textures for thous kinds of statics where for American statics you will need to really make a new set of pallets from scratch for them, so get a bunch of normal statics under your belt first and then once that's done you can think about American statics :D

I would advise to keep it really simple to start with, possibly recreating a static that already exists in BF2 or making a variation of an existing static. My first static was in fact making a new corner for the dock walls in BF2 :)

https://www.realitymod.com/forum/f388-p ... tatic.html
Image
Post Reply

Return to “PR:BF2 Community Modding”