[Map] Wake Island (4km) [WIP]

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Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Wake Island (4km) [WIP]

Post by Shovel »

If it is vehicles that may be causing the problem, then you could delete all of your control points and remake them... I'll try it. Does that zip include an editor folder?
Shovel009
Rudd
Retired PR Developer
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Re: [Map] Wake Island (4km) [WIP]

Post by Rudd »

I'll DL tonight and have a look, I'm taking care of my Father today so it'll be a wait :)
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Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

I forgot about windowed mode to see the error.

Done with statics and terrain. Working on bringing the color/detailmaps up to par with the changes tomorrow. Terrain lightmap tonight, objects tomorrow. It should be up and running to test Saturday -- if the Editor Crash Gods are kind.

Anyone know if all Chinese kits have para in 0.957? Would really like to not ditch the paradrop.
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

Undergrowth and color/detailsmaps are done. Also, woke up to it looking like the lightmaps were done, again. I guess 760/2400 objects is the editors version of done. So I'll try lightmapping selections, which I think worked better last time.

Just touching up the gamemodes today and lightmapping. Pack it in the morning and maul in the afternoon.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Wake Island (4km) [WIP]

Post by sylent/shooter »

Dankicity, If your computer goes into sleep mode (even just the screen) I've found that the BFEditor stops doing stuff thats automated. At least for me. You might want to try keeping everything on.

If not than I have no idea whats going on xD

Killing the enemy sylently
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

That must be what's doing it. I just shortened the time before sleep and turned on a screen saver a month or two back. I could swear I made it through a final lightmap in one pass last time.

Peale and Wilkes Islands are lightmapped but it failed again last night while doing south Wake. So no luck on having it ready for download today.

I also just noticed that 14 patches of underwater color and detail maps are missing/corrupt. It's like every full patch of sand just went poof. Weird too, I thought a map wouldn't play unless they were all textured and lightmapped?
Rudd
Retired PR Developer
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Re: [Map] Wake Island (4km) [WIP]

Post by Rudd »

I also just noticed that 14 patches of underwater color and detail maps are missing/corrupt. It's like every full patch of sand just went poof. Weird too, I thought a map wouldn't play unless they were all textured and lightmapped?
Barracuda skips a few as well, its to save memory I think since no1 sees the underwater stuff, though they do need lightmaps afaik - so the sea understands if its in shadow or not
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Dankicity
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Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

Good to know.

I finished the lightmaps and then realized the staticobj file I used still has the non-lightmappable objects. Working on replacing them before I Zzzz.

Also, is there a trick to getting chain link fences to lightmap? I have problematic ones throughout that just wont lightmap. I've tried adjusting the heights on them -- which is problematic in itself -- but they still wont cast a shadow.
Rudd
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Re: [Map] Wake Island (4km) [WIP]

Post by Rudd »

non-lightmappable objects
I'm sure if the rest of the map is done that someone won't mind LMing those objects with 3dsmax or custom LM samples

honestly I wouldn't fret over the chain link fences, they dont project the right shadow no matter what you do.
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ballard_44
Retired PR Developer
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Re: [Map] Wake Island (4km) [WIP]

Post by ballard_44 »

If you are talking about the vBF2 wirefence(s), they are not able to lightmap because they are turned 'off'.

Code: Select all

GeometryTemplate.doNotGenerateLightmaps 1
DICE used a texture sheet to replicate the actual 'wire' part instead of modeling it in. Doing that would have be murder to the tri count.

Sacrificed lightmapping ability in the process as I imagine the fences would have light mapped other objects like they were 'walls'?
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Rhino
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Re: [Map] Wake Island (4km) [WIP]

Post by Rhino »

[R-DEV]Rudd wrote:honestly I wouldn't fret over the chain link fences, they dont project the right shadow no matter what you do.
If your seriously keen you can replace all the fences in 3DsMax with fences that have the chain link fence texture on them with so it casts the exact right shadow you want, much like I've done with the trees:
Advances in 3DsMax LMing with Overgrowth - Project Reality Forums
Advances in 3DsMax LMing with Overgrowth #2 - Project Reality Forums
Even More Advances in 3DsMax LMing - Project Reality Forums

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Dankicity
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Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

The two buildings I was worried about were the exploitation one. Well, that and their insides were a hideously communisticly red. So I figured if someone fixed it later I would put them back in.
'[R-DEV wrote:Rhino;850086']
townhouse_1
\objects\staticobjects\pr\chinese\townhouse_1\
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This static has many issues and also has some issues which can lead to exploitation, this static is planned to be fixed up at some point so if you do plan on using it, keep in mind that you will need to re-lightmap it at some point.

-- Fences --
[R-DEV]Rhino wrote:If your seriously keen you can replace all the fences in 3DsMax with fences that have the chain link fence texture on them with so it casts the exact right shadow you want ...
Yea I'm not that keen. lol. I'm a Blender'er without 3dsmax. And I reckon once I do the fences I'd want to do the whole map since it looks pretty damn awesome.

[Edit] The issue wasn't so much with the fences casting solid shadows. The problem was that some pieces didn't cast anything at all while the fence right next to it did. Same fence piece, level terrain and exact same elevation/Z value.
Last edited by Dankicity on 2011-06-13 05:19, edited 3 times in total.
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

Seems I jumped the gun on the lightmaps being done. It 'finished' about 300 objects short. I mostly get an error about memory or it just acts complete when it's not. I even get the memory crash when only doing selections of roughly 500 objects.

I turned off power saving stuff, screensaver and monitor shutoff. Also amped up virtual memory limits but no luck. Really starting to annoy me.

I've got other stuff to do this week but I'll keep trying while I sleep.
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: [Map] Wake Island (4km) [WIP]

Post by Startrekern »

Glad to see you're working on this map again, we had a lot of fun with the playtesting last year. :D

If you need the old version of the files, which I still have by the way, just let me know.
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

Welp, I give. I tried to lightmap at least two dozen times in different ways and I just can't seem to get everything.

Also, it seems that I can't place a fob or it crashes with no error message or dump/log entry. Tried both teams and windowed/non. Straight to desktop.

Here's the most recent version, unpacked with editor files:
wake_atoll_092_bugged.rar

If someone could:
  • Figure out whats going wrong or anything else noticeably fudged.
  • Get the building at PAA Ville and the main building at docks to accept lightmapping.
  • Run a full lightmap.
Last note: When I moved everything over to a new map the primary and secondary world scale was changed and made everything a bit off the ground. I tried to get everything adjusted but I doubt I got it all.

Post on here if you're going to help. Any help is always appreciated. I'm going to be busy for a few months with clients (yes! ->paying<- clients!!). So, who knows how long before I could get back to this.
Rudd
Retired PR Developer
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Re: [Map] Wake Island (4km) [WIP]

Post by Rudd »

Get the building at PAA Ville and the main building at docks to accept lightmapping.
I think those lightmap samples are in the latest PR sample download? Also, you do realise some of the statics you've used are middle eastern requiring retextures?

If not you'll need to create samples with bf2meshviewer or LM with 3dsmax
Also, it seems that I can't place a fob or it crashes with no error message or dump/log entry. Tried both teams and windowed/non. Straight to desktop.
I think thats your custom chinese team causing this tbh, since its loading an unmodified common folder for a team that the common assets doesnt know exists.
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Brainlaag
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Joined: 2009-09-20 12:36

Re: [Map] Wake Island (4km) [WIP]

Post by Brainlaag »

I miss Wake Island, need an event again to play this awesome beauty...
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: [Map] Wake Island (4km) [WIP]

Post by Kain888 »

Brainlaag wrote:I miss Wake Island, need an event again to play this awesome beauty...
This. :)
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Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

[R-DEV]Rudd wrote:I think those lightmap samples are in the latest PR sample download? Also, you do realise some of the statics you've used are middle eastern requiring retextures?
I downloaded a fresh version of the samples and everything else 6/10/11 -- Ill look though.

Everyone said before that the Hussein pics and what not was normal, so I didn't worry about it. I'll look around for that mesh viewer. Have to admit that I know squat about game objects.
[R-DEV]Rudd wrote:I think thats your custom chinese team causing this tbh, since its loading an unmodified common folder for a team that the common assets doesnt know exists.
I'm not sure I follow that. ch_para.con? I remember placing fobs before the last corruption fiasco with the same para setup. Just not sure what's missing.
Rudd
Retired PR Developer
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Re: [Map] Wake Island (4km) [WIP]

Post by Rudd »

Don't worry about that tbh Dan, that is something to be sorted by the extra-mapper team.

I've taken a look at the map files, the primary issue is what you want doing with the mid-east statics requireing re-texture :)

I will require our mapping lead Mr AFsoccer to take a peek before signing off on the map ofc, the Norwegian retextures of the Russian village statics may help also.
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