[Request] want to CoDev a Map? Also, BF2 Map Development Cycle Respository?

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LITOralis.nMd
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[Request] want to CoDev a Map? Also, BF2 Map Development Cycle Respository?

Post by LITOralis.nMd »

Hello,

for the last week I've been entertaining the idea of building a 4km map for BF2 :P R of BF2 :P R:V (or both if I use the new jungle statics)

So I'm wondering if there is any project management and repository software suite already developed for building BF2 maps? I'm looking for version control obviously if I find co-developers. I have an eye also towards using African and Asian buildings in two versions of the same or very similar map, but again, would need repositories to save time.

Can I use just about any software dev management server suite?

Has the PR Dev team or any others used any and have any suggestions or recommendations?


I'm looking to co-develop a map, and this thread was supposed to start out as a open invitation for a collaborative map project.

Anyone out there interested in codeveloping a jungle map, either for the AU/ARF faction, Vietnam submod, or just anything jungle map of the sort?

I am totally new to modding for BF2.

I can however provide server space, a server from my home, webcam conferencing, a repository for the map files, and I am willing to give out some of my Windows OS licenses in the form of customized/optimized development workstations.

I'm also trying to bring in a friend who is in school for game design at one of the better Unis for it in the US. He's still an undergrad so he's not established at this old platform himself.

Please respond, in public or private mail, if you are interested in codeveloping.

P.S. after the first cup of coffee I realised I mispelled Repository.
Last edited by LITOralis.nMd on 2011-04-06 11:33, edited 1 time in total.
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Rhino
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Re: Anyone want to CoDev a Map? Also, BF2 Map Development Cycle Respository?

Post by Rhino »

For a SVN I would defiantly recommend TortoiseSVN but really, any SVN software should be able to do this.

We at PR have never really fully done a multi-dev made map like your suggesting here. We naturally do help each other out with making maps, like for example how I painted Fools Road, Dragonfly and Taxi's other maps for him after he sculpted the terrain and then once I had done that he would get back to touching it up and we naturally have lots of devs fixing up the GPOs for maps but other than that, we have never really done a fully made map by multiple devs.

The big problem with what your asking is file conflicts, as if you have two people working on the map at the same time and even say the two of you are working on different things at the same time like one is working on terrain and the other is working on statics, that's fine until the static guy needs to modify a bit of terrain to put a static down on flat ground, or stop a static from floating which then would mean you would have a huge file conflict if you did that, or alternatively the terrain guy could modify a bit of terrain you just put a static on, which would then leave the static floating above the ground or sunk deep into it, or w/e. The editor can't reload map files, other than texture files when its running so you can't constantly update each other with changes, without reloading the editor which tbh, you want to do of little as possible of as it takes so damn long.

The only really way you can do this is if only one dev works on the map at one time, or your very strict about what each one works on at any one point while working on the map at the same time and also have a very detailed plan, with everyone know what everyone else is doing to avoid you messing up other peoples work etc.

There is also the human side to remember here and you are going to need a project manager at the top who has the final say, and w/e he says goes otherwise your going to end up with a lot of bickering and fighting about little things like that static shouldn't be there and in the end these little things will mean the map wont get finished so its important you get a good team structure in there and make everyone feel valuable to the project and let them all have a say in how the map is made, but any disagreements need to be sorted out asap.


With the detailed plan I said above, your going to need to get that sorted ASAP in order to get anyone else interested in making a map with you as with no plan, no one is going to want to step up to the idea and commit themselves to something they have no clue about. Get a map overhead drawn up, write up a plan and then start looking for people :)

Also things like TS3 servers etc just for this are pointless, just use the PR mumble servers or w/e :p


Good luck with this idea, will be interesting to see how it works out :)
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LITOralis.nMd
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Re: Anyone want to CoDev a Map? Also, BF2 Map Development Cycle Respository?

Post by LITOralis.nMd »

Thanks for the reply Rhino.

I am still trying to get up to date on mapping, so far tonight I found out there is a limit of 256 ladders per map, and that includes omitted ladders attached to buildings statics.

I also just saw the new wood fence models used on Shija for the first time.
I also learned that paradrops have novel ways to be implemented and not done so yet.

I already built three heightmaps using the advanced tutorial,... I do not want to ask people to join in developing a map as I just start without giving them equal input on 'background story' and goals of the map. We're looking at easily a 9 to 18 month commitment, though I hope closer to 9 months if I can get together a group of people.

I've used repositories for work before, I can implement a strict SVN checkout policy as the SVN admin now that I just found out about the limitation in the bf2 editor...

.......

Before you read the rest, understand I am not attached to this idea yet, I am just learning the bf2editor engine and it's quirks:


Just to put it out there, I had picked three coastal cities in Africa:
Soyo, Angola: largest offshore LNG and Oil facility in Africa, the future crown jewel of subsaharan Africa. Luxury villas for petro industry workers are within 0.5km of a fishermen's shanty town.
Cabinda, Angola: just north of Soyo and war ravaged, has the unique title as the province with highest number of refugees per capita in Africa, after West Darfur, interesting as it has cattle ranches within a km of the capital downtown. Even so, it was a Portuguese colony and the place is so beautiful I want to holiday there.
West Point Slum, Monrovia, Liberia: THe absolute worst slum in the world. People sell human flesh bbq'ed on spits to this day in that slum's main market within view of the high rise hotel's luxury suite verandas across the inlet.

I also did a heightmap of Bent Jbeil Lebanon first, then realised the Dev team isn't too thrilled with the half dozen maps under development in the Israel/Lebanon south of the Litani River UNIFIL region. ANd I saw the OPperation Marlin map after I did my heighmap, so the French win.. That map is amazing.

Norwegian, French, British, German and Chinese companies all have interests in Soyo region. France has colonialist tendencies in Liberia, Soyo and Kabinda border Zaire and the bloody civil war there, Cabinda was part of that civil war and an alternative site for offshore oil/LNG processing facility.

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cabinda, Angola - Google Maps
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Doc.Pock
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Re: [Request] want to CoDev a Map? Also, BF2 Map Development Cycle Respository?

Post by Doc.Pock »

i can help you cuz my more than half finished map dissapeared into nowhere and i really want to contribute to PR. if ur still interested ofc.
LITOralis.nMd
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Re: [Request] want to CoDev a Map? Also, BF2 Map Development Cycle Respository?

Post by LITOralis.nMd »

An update:

The more I learn about Refractor engine and BF Editor the more worried I get.
Is there anywhere on the net that has a decent explanation of the heirarchy of dependencies of difference layers/objects/statics/python in the BF edtior?

Also, I'm now leaning toward a 2km jungle map for the Australian Faction, seeing as the faction has great models but a lack of maps, and I very much enjoyed my travels through Australia...

This is west end of Christmas Island

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Another option is Wewak, Papua New Guinea, though it might be a a 2:1 ratio of realsize to game map size:
Panoramio - Photo of Hafen von Wewak

SO if anyone else is intersted, please speak up.
Rudd
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Re: [Request] want to CoDev a Map? Also, BF2 Map Development Cycle Respository?

Post by Rudd »

I find that the key is finding somewhere that interests you, remember you're on quite a long road and its going to take motivation to get to the end of it.

but you clearly have the inclincation and skillset to make something very good :)

all I ask is that you try and make something that isn't a rehash of a concept we already have ingame :)
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sharpie
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Re: [Request] want to CoDev a Map? Also, BF2 Map Development Cycle Respository?

Post by sharpie »

Hi rudd.

Just a heads up, im starting to plan a PR:V map, I was hoping to make it very infantry based, closterphobic, small lots of firefights etc. etc.
"Tom I think you have influenced the combat effectiveness of this team! Everyone has gone full potato."~Foxxyfrost

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Doc.Pock
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Re: [Request] want to CoDev a Map? Also, BF2 Map Development Cycle Respository?

Post by Doc.Pock »

and why cant this^^ be a PM or its own thread?
Sgt_JoeKickAss007
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Re: [Request] want to CoDev a Map? Also, BF2 Map Development Cycle Respository?

Post by Sgt_JoeKickAss007 »

LITOralis.nMd wrote:An update:

The more I learn about Refractor engine and BF Editor the more worried I get.
Is there anywhere on the net that has a decent explanation of the heirarchy of dependencies of difference layers/objects/statics/python in the BF edtior?

Also, I'm now leaning toward a 2km jungle map for the Australian Faction, seeing as the faction has great models but a lack of maps, and I very much enjoyed my travels through Australia...

This is west end of Christmas Island

Image


Another option is Wewak, Papua New Guinea, though it might be a a 2:1 ratio of realsize to game map size:
Panoramio - Photo of Hafen von Wewak

SO if anyone else is intersted, please speak up.
I initially offered this map to LITOralis.nMd as something I was working on. Whilst I would like to do half of it myself, community input and feedback is most welcome. I was planning on doing the populated side of Xmas Is, but the lack of Australian statics was holding me back. This is a possible avenue I am willing to pursue.

@ Rudd: My goal is to provide a small jungle environment, with parachute drops, boats, helis and APC's. I don't want to make a rehash, and I am trying my best to make a battlefield that is unique to PR. The aussies will have 2 blackhawk and limited ground support, whilst the PLA will have boats for flanking, and a variety of APC's.

The map will be set at night ;)

I will texture this map, place overgrowth and undergrowth before I ask the community for help. Please realise that this map is barely off the ground so don't cement your hopes in it. This was never meant to be an open community project, but rather a collaboration with a small group of people. I am enthusiastic, but I would like to keep this realistic. I am more active on the BigD forums, but a thread will be posted here in due course...

Cheers
Joe
Rudd
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Re: [Request] want to CoDev a Map? Also, BF2 Map Development Cycle Respository?

Post by Rudd »

The map will be set at night
no, I'm sorry I have to stop you there.

Nightmaps no longer work in PR

I spent a long time trying to make them work, and the conclusion was thus.

They can only work if there are NO statics, as they flash black whenever a dynamic light touches it.

And a night map requires that each weapon produce a dynamic light, and a flare.

Also, Night vision wasn't all that good, though I made it work pretty well.

If night maps are ever to feature again you're going to have to ask mosquill to make it work imo. But we gave up the dream of nightmaps a long time ago.

I'm afraid that if the map is a modern map then NVGs are a must, but it is those NVG shaders that are the problem.

here is an old PR map that I set up for night
Tad Sae Night PRSP - Xfire Video
here is a closer look at the bug
night bug bf2 - Xfire Video
Last edited by Rudd on 2011-04-13 20:04, edited 1 time in total.
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Sgt_JoeKickAss007
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Re: [Request] want to CoDev a Map? Also, BF2 Map Development Cycle Respository?

Post by Sgt_JoeKickAss007 »

'[R-DEV wrote:Rudd;1577202']no, I'm sorry I have to stop you there.

Nightmaps no longer work in PR

I spent a long time trying to make them work, and the conclusion was thus.

They can only work if there are NO statics, as they flash black whenever a dynamic light touches it.

And a night map requires that each weapon produce a dynamic light, and a flare.

Also, Night vision wasn't all that good, though I made it work pretty well.

If night maps are ever to feature again you're going to have to ask mosquill to make it work imo. But we gave up the dream of nightmaps a long time ago.

I'm afraid that if the map is a modern map then NVGs are a must, but it is those NVG shaders that are the problem.

here is an old PR map that I set up for night
Tad Sae Night PRSP - Xfire Video
here is a closer look at the bug
night bug bf2 - Xfire Video
Oh, I sort of meant late afternoon or very early morning! I was planning for just before sunrise, similar to silent eagle.

I chose to do this becuase I felt that it was a good way to create a fog that would increase performance on a jungle map, whilst not looking too weird! Thanks for the feedback, its much appreaciated.
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