[Map] Operation Tempest (4km) [WIP]

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FuzzySquirrel
Posts: 1410
Joined: 2008-06-18 06:13

Re: [Map] Operation Tempest (4km)

Post by FuzzySquirrel »

ChiefRyza wrote:Lol no worries, I ended up making a new LowDetail Texture, and it looks much better now. I was getting pretty annoyed yesterday at the BF2 engine :-P I got a taste of that awesome looking cliff-face and I just had to have more!!!
I've come to the conclusion that awesome looking texture comes from a bug where the lowdetail for the cliffs doesn't load, and all you see is the detail texture. Don't know how to replicate it though...
Replace the .dds files in LowDetailTexture with the Reg Detail ones? :p
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

Pretty crappy looking minimap at the moment but just to show what my little terraforming job did. Has taken a huge amount of work to get everything how it should be but it was worth it I reckon. Lots of areas on the minimap havn't been textured yet, and I'm still going through and remaking all of the canyons.

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Current project: Operation Tempest
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [Map] Operation Tempest (4km)

Post by Silly_Savage »

Will the northern, southern, and eastern parts of the map get their foliage back?
"Jafar, show me a sniper rifle." - Silly_Savage 2013
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

Yeah absolutely, just when I re-did the erosion in Geocontrol 2, it completely redid the terrain and lots of things got buried :-P . At the moment I'm just slowly going around and getting it all back to normal, so in the next couple weeks the entire map will be covered in jungle.


Current project: Operation Tempest
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [Map] Operation Tempest (4km)

Post by Silly_Savage »

ChiefRyza wrote:Yeah absolutely, just when I re-did the erosion in Geocontrol 2, it completely redid the terrain and lots of things got buried :-P . At the moment I'm just slowly going around and getting it all back to normal, so in the next couple weeks the entire map will be covered in jungle.
:D

:thumbsup:
"Jafar, show me a sniper rifle." - Silly_Savage 2013
vsbf2sniper
Posts: 5
Joined: 2009-01-23 07:20

Re: [Map] Operation Tempest (4km)

Post by vsbf2sniper »

:thumbsup:
nice! can't wait...
Sgt_Doctor
Posts: 739
Joined: 2008-04-01 17:44

Re: [Map] Operation Tempest (4km)

Post by Sgt_Doctor »

Really nice ChiefRyza !
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Operation Tempest (4km)

Post by lucky.BOY »

GOOD LUCK !
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

Oh ****...all I can picture when someone says that is the Albanian guy in Taken...I'm taking my map and heading off-shore ASAP!


Current project: Operation Tempest
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [Map] Operation Tempest (4km)

Post by Redamare »

awsome lol good luck :D cant wait
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km) [WIP]

Post by ChiefRyza »

Ran into a catastrophic error where I can't load past objects, as I get a memory.dll crash when loading. Only started doing it today, can't think of a single thing I did that set it off...I've gone through and removed all the new overgrowth I put in (basically undid about 10 hours worth of work) and got absolutely nowhere.


Current project: Operation Tempest
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Operation Tempest (4km) [WIP]

Post by Rhino »

sounds like your PC is running out of memory to load the map.
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km) [WIP]

Post by ChiefRyza »

I've restarted multiple times, so I'm not sure whats going on (and why its not doing it on any other).
3.5GB of DDR2 should be enough....would lightmaps be a killer on it?

At the time of doing it, I had 26,000 Overgrowth objects, but if I get a memory error on low settings, will my map ever be able to get lightmapped if it's on high? This was after I vegetated the hillsides, so maybe it is just impossible to have that many trees etc on a single map.
Last edited by ChiefRyza on 2010-09-19 06:30, edited 1 time in total.


Current project: Operation Tempest
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Operation Tempest (4km) [WIP]

Post by Rhino »

Probably, lightmaps are one of the biggest memory hoggers in maps, remove them and see if it loads then, if it dosen't then there is something in your map or screwed in your map that's really screwed up that its hogging loads of memory. might be the case if it loads when you remove the lightmaps but see how large your lightmap atlases are first before you start going on a wild goose chase.
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VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Map] Operation Tempest (4km) [WIP]

Post by VapoMan »

Try lowering undergrowth viewdistance. This happend to me a while ago and that fixed it.

Ive been told that the maximum overgrowth number is 70000 then bf2 comes up with memory sanity check error.

Image"Eight glorious sides and eight stunning angles!"Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Operation Tempest (4km) [WIP]

Post by Rhino »

Ye, high undergrowth VD can seriously eat away at the memory for a unknown reason, remember Ranky having that problem at some point.
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km) [WIP]

Post by ChiefRyza »

Strange...because I drastically lowered everything today in a feeble attempt to fix it. Removed all vegetation on the hills and redid the lightmaps - everything is back to how it was, but nothing I tried for 5 hours straight worked. Thus, I just gave up, grabbed my backup from last week and copied the updated heightmap (from the most recent buggered version) back over. So in the end I lost quite a bit of work but I was wasting so much time and getting so frustrated I just went with the simplest option. Trust me lol, by the end of it I had exhausted every option and nothing was working.

I have a total of 21,000 overgrowth objects with a few thousand big jungle trees all placed as statics. I'm thinking I might add these in the overgrowth layer as well though. I have a view distance of 900 - because this is what Silent Eagle has, and it has jets, I naturally assumed this was the up to date bare minimum for having jets on a map.

On a separate note, is it possible to re-arrange which order the undergrowth layers go in? Because there's that button you press that makes it automatically create undergrowth with the corresponding detail layer.
Last edited by ChiefRyza on 2010-09-19 09:10, edited 1 time in total.


Current project: Operation Tempest
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Tempest (4km) [WIP]

Post by Amok@ndy »

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

btw 70000 is not the limit of overgrowth the limit is about 99000 and even higher numbers dont cause a crash but just dont display any trees
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GhostDance101
Retired PR Developer
Posts: 473
Joined: 2008-05-24 20:19

Re: [Map] Operation Tempest (4km) [WIP]

Post by GhostDance101 »

Any luck sorting it out? Could you not roll back to an older backup from befor the error assuming you made any?
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km) [WIP]

Post by ChiefRyza »

Ah, it was a while ago GhostDance, I learned to just suck it up, go back to a backup and try again :-P Get better results in the end anyway. I've been working on a small community event jungle map, so I'll get some people to fraps it when I play it. I think my GPU died lastnight though :-( .

Anyway, I'm still progressing with this map, widening all of the valleys to make sure there is plenty of space for combat, and also adding lots of long winding roads all over the mountains. I tried adding overgrowth to the hills, it looked much better but just slaughtered performance. So generally, players will use the jungle valleys and the river running through the map to get through unseen from long distances, while using the mountain paths provides the quickest, yet riskiest paths to objectives.


Current project: Operation Tempest
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