[Map] Assault on Grozny (2km) [Released]
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9cookie_monster
- Posts: 86
- Joined: 2008-03-01 06:33
Re: [Map] Grozny (2km) [WIP]
Great seeing some images of the map. I would imagine every one has a slightly different step by step approach. Especially depending if you have statics being made for you or details of the map. But don't forget under and over growth for your list.
- Ason
- PR:BF2 Developer
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- Joined: 2012-10-22 10:29
Re: [Map] Grozny (2km) [WIP]
Thanks GP, I will! Yeah Over/undergrowth aswell, forgot to add it to the list thanks 
with river done:
http://img266.imageshack.us/img266/6431 ... errain.png
with river done:
http://img266.imageshack.us/img266/6431 ... errain.png
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rodrigoma
- Posts: 1537
- Joined: 2012-03-22 21:21
Re: [Map] Grozny (2km) [WIP]
nice progress,
my personal kind of retarded progress in these kind of maps is start with the terrain layout and the roads, especially if I used real data heightmap, and then I use t-paint or anything else to paint the terrain textures, and the OG, UG covering the whole map and from there I start on one spot and start developing so I can get and idea on how it will look and what method I will use, and progressively will spread through the whole map.
I like to use the roads as planning, I see you used texture painted I recommend you use road splines already, at-least outside the city
my personal kind of retarded progress in these kind of maps is start with the terrain layout and the roads, especially if I used real data heightmap, and then I use t-paint or anything else to paint the terrain textures, and the OG, UG covering the whole map and from there I start on one spot and start developing so I can get and idea on how it will look and what method I will use, and progressively will spread through the whole map.
I like to use the roads as planning, I see you used texture painted I recommend you use road splines already, at-least outside the city
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: [Map] Grozny (2km) [WIP]
Same, Lay down the terrain data, but in roads, place objects in the area they will be in, paint everything else, place objects.[R-CON]rodrigoma wrote:nice progress,
my personal kind of retarded progress in these kind of maps is start with the terrain layout and the roads, especially if I used real data heightmap, and then I use t-paint or anything else to paint the terrain textures, and the OG, UG covering the whole map and from there I start on one spot and start developing so I can get and idea on how it will look and what method I will use, and progressively will spread through the whole map.
I like to use the roads as planning, I see you used texture painted I recommend you use road splines already, at-least outside the city
AfSoccer "I just don't see the natural talent."

- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Re: [Map] Grozny (2km) [WIP]
Thanks m8, I see how T-paint makes you save time, so it lays down the maincolors right?[R-CON]rodrigoma wrote:nice progress,
my personal kind of retarded progress in these kind of maps is start with the terrain layout and the roads, especially if I used real data heightmap, and then I use t-paint or anything else to paint the terrain textures, and the OG, UG covering the whole map and from there I start on one spot and start developing so I can get and idea on how it will look and what method I will use, and progressively will spread through the whole map.
I like to use the roads as planning, I see you used texture painted I recommend you use road splines already, at-least outside the city
I know i didn't have the balls to place splines at such an early stage
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CTRifle
- Retired PR Developer
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- Ason
- PR:BF2 Developer
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Re: [Map] Grozny (2km) [WIP]
Here is a picture of the city centre, i will fill the blocks remaining with smaller "dest_houses" like in the bottom of the pic.
http://img547.imageshack.us/img547/9967/citycentre.png
I hope it won't be too much? I will try switch some of them and put in non-enterables if i find any with the right looks.
Also, how can i add pictures so you can see them directly in the post? the ones which are resized, my posts looks so boring with imgshack links
http://img547.imageshack.us/img547/9967/citycentre.png
I hope it won't be too much? I will try switch some of them and put in non-enterables if i find any with the right looks.
Also, how can i add pictures so you can see them directly in the post? the ones which are resized, my posts looks so boring with imgshack links
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Rabbit
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Re: [Map] Grozny (2km) [WIP]
Upload here http://imgur.com/ and copy the link under
BBCode (message boards & forums)
AfSoccer "I just don't see the natural talent."

- Ason
- PR:BF2 Developer
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Re: [Map] Grozny (2km) [WIP]
Thanks!gx wrote:Upload here imgur: the simple image sharer and copy the link under
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rodrigoma
- Posts: 1537
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Re: [Map] Grozny (2km) [WIP]
also go to (Render) and Draw fog and click so the fog disapears
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: [Map] Grozny (2km) [WIP]
I think you have too much dest things, will make your map crash in-game. I don't know if you'll hit the limit but just don't go crazy with destroyables statics.

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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sylent/shooter
- Posts: 1963
- Joined: 2009-04-10 18:48
Re: [Map] Grozny (2km) [WIP]
The way you have it right now is probably pushing how many enterables you can have. Definitely going to lower the fps inside the city for people with low end computers. So unfortunately you will need to change some of yhem. Also remember you have a limit of 300 destroyable objects on a map. If you go over it will ctd. So I wouldn't put them all into those dest buildings. There are some of them that are non dest but still look the same. Use those instead. Remember that most of those buildings are enterable as well....
Killing the enemy sylently
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Map] Grozny (2km) [WIP]
Please dont use png format for screenshots, resave them as .jpg with 100 quality, they will look as good and will be much smaller.
- Ason
- PR:BF2 Developer
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Re: [Map] Grozny (2km) [WIP]
ahh nice[R-CON]rodrigoma wrote:also go to (Render) and Draw fog and click so the fog disapears
- Ason
- PR:BF2 Developer
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Re: [Map] Grozny (2km) [WIP]
hmm...well that's disappointing, are you sure the small dest_houses are destroyable? They are in Falklands aswell right? I've never seen any house destroyed in falklands.[R-CON]sylent/shooter wrote:The way you have it right now is probably pushing how many enterables you can have. Definitely going to lower the fps inside the city for people with low end computers. So unfortunately you will need to change some of yhem. Also remember you have a limit of 300 destroyable objects on a map. If you go over it will ctd. So I wouldn't put them all into those dest buildings. There are some of them that are non dest but still look the same. Use those instead. Remember that most of those buildings are enterable as well....
Do you know where i can find the almost same type but non-destroyable?
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sylent/shooter
- Posts: 1963
- Joined: 2009-04-10 18:48
Re: [Map] Grozny (2km) [WIP]
You might have chosen the ones that aren't destroyable... which is what the falklands uses IIRC as well as silent eagle. However they do have destroyable versions of them - which AFAIK aren't used in a map currently. However, they are all enterables which severly impacts performance.
Also yes... the small dest_houses are destroyable... hence the "dest" in their name xD
Someone who developed them could probably shed some more light on them. However an easy way to check if they are destroyable or not is using this tutorial.
https://www.realitymod.com/forum/f189-modding-tutorials/101431-tutorial-viewing-wrecked-static-editor.html
that way you can see if it has a wrecked mesh. If it does, it's destroyable.
Also yes... the small dest_houses are destroyable... hence the "dest" in their name xD
Someone who developed them could probably shed some more light on them. However an easy way to check if they are destroyable or not is using this tutorial.
https://www.realitymod.com/forum/f189-modding-tutorials/101431-tutorial-viewing-wrecked-static-editor.html
that way you can see if it has a wrecked mesh. If it does, it's destroyable.
Killing the enemy sylently
- Ason
- PR:BF2 Developer
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Re: [Map] Grozny (2km) [WIP]
thanks man, good to know, do you you know if it stays destroyed ingame if i change it to 1?'[R-CON wrote:sylent/shooter;1860294']However an easy way to check if they are destroyable or not is using this tutorial.
https://www.realitymod.com/forum/f189-modding-tutorials/101431-tutorial-viewing-wrecked-static-editor.html
that way you can see if it has a wrecked mesh. If it does, it's destroyable.
But do you know where the ones which aren't destroyable can be found I am now talking about the small houses, not the big apartments, are you also talking about the non-destroyable small houses? ?You might have chosen the ones that aren't destroyable... which is what the falklands uses IIRC as well as silent eagle
Last edited by Ason on 2013-02-01 20:19, edited 3 times in total.
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sylent/shooter
- Posts: 1963
- Joined: 2009-04-10 18:48
Re: [Map] Grozny (2km) [WIP]
Ya I was talking about those houses... I honestly have never used them... I just know they exist... so you'll have to do some searching 
Killing the enemy sylently
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Moszeusz6Pl
- Retired PR Developer
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Re: [Map] Grozny (2km) [WIP]
I have checked pr\house_dest folder, I didn't hound hitpoints line in any of those, which all destrucatble statics had, so I think that they are all indestructible. And this is the same ones, that Falklands use.

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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Map] Grozny (2km) [WIP]
kind of happy with the edit here:

The original static is a mess though, it uses colour texture from _asia folder fr example, the walls and floor are not welded at all, and it already uses a dirt texture where different colour texture would do the job as well, giving me no space to put on some burn marks etc.
EDIT: Lobodan, you can add some piles of debris as separate objects, right? That way you should have more flexibility than if i export some as a part of the static, and saves me time making them in the first place

The original static is a mess though, it uses colour texture from _asia folder fr example, the walls and floor are not welded at all, and it already uses a dirt texture where different colour texture would do the job as well, giving me no space to put on some burn marks etc.
EDIT: Lobodan, you can add some piles of debris as separate objects, right? That way you should have more flexibility than if i export some as a part of the static, and saves me time making them in the first place


