Replace the .dds files in LowDetailTexture with the Reg Detail ones?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 engineI 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...
[Map] Operation Tempest (4km) [WIP]
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FuzzySquirrel
- Posts: 1410
- Joined: 2008-06-18 06:13
Re: [Map] Operation Tempest (4km)

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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [Map] Operation Tempest (4km)
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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Silly_Savage
- Posts: 2094
- Joined: 2007-08-05 19:23
Re: [Map] Operation Tempest (4km)
Will the northern, southern, and eastern parts of the map get their foliage back?
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [Map] Operation Tempest (4km)
Yeah absolutely, just when I re-did the erosion in Geocontrol 2, it completely redid the terrain and lots of things got buried
. 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.
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Silly_Savage
- Posts: 2094
- Joined: 2007-08-05 19:23
Re: [Map] Operation Tempest (4km)
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. 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.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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vsbf2sniper
- Posts: 5
- Joined: 2009-01-23 07:20
Re: [Map] Operation Tempest (4km)
nice! can't wait...
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Sgt_Doctor
- Posts: 739
- Joined: 2008-04-01 17:44
Re: [Map] Operation Tempest (4km)
Really nice ChiefRyza !
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [Map] Operation Tempest (4km)
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!
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Redamare
- Posts: 1897
- Joined: 2007-10-30 21:09
Re: [Map] Operation Tempest (4km)
awsome lol good luck
cant wait
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [Map] Operation Tempest (4km) [WIP]
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.
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Rhino
- Retired PR Developer
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- Joined: 2005-12-13 20:00
Re: [Map] Operation Tempest (4km) [WIP]
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]
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.
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.
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Rhino
- Retired PR Developer
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Re: [Map] Operation Tempest (4km) [WIP]
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
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- Joined: 2009-05-29 07:11
Re: [Map] Operation Tempest (4km) [WIP]
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.
Ive been told that the maximum overgrowth number is 70000 then bf2 comes up with memory sanity check error.
"Eight glorious sides and eight stunning angles!"
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [Map] Operation Tempest (4km) [WIP]
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]
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.
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.
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Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Operation Tempest (4km) [WIP]
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
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
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- Joined: 2008-05-24 20:19
Re: [Map] Operation Tempest (4km) [WIP]
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]
Ah, it was a while ago GhostDance, I learned to just suck it up, go back to a backup and try again
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.
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.


