If you are using something you shouldnt be using, dont worry people will notice it from a mile away
[Map] Assault on Grozny (2km) [Released]
-
BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [Map] Grozny (2km) [WIP]
The editor spews out allot of error messages that you can simply ignore.
If you are using something you shouldnt be using, dont worry people will notice it from a mile away
If you are using something you shouldnt be using, dont worry people will notice it from a mile away

- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Re: [Map] Grozny (2km) [WIP]
Alright thanks! Btw Is there a way of copying objects? Like group 3 containers in a row and then copy the 3 so i don have to place 1 at a time each time, I'm thinking of using containers around the russian base since they didn't have Hescoes(?) , and btw do you know if I use Hescoes is it a big "no-no" since russia didn't use them irl, or can you look past those small things? I'm trying to do the map so I have the highest chance of getting it into PR.[R-DEV]Rhino wrote:No, that error is pretty common, means bugged UV which doesn't help performance but won't crate any visual errors and doesn't hurt performance too much afaik, but never compared it.
-
Arc_Shielder
- Retired PR Developer
- Posts: 1621
- Joined: 2010-09-15 06:39
Re: [Map] Grozny (2km) [WIP]
Select the objects you want in the Level Editor by pressing first click. Then do CTRL C to copy, move to the location you want to place down your copies and do CTRL V.
- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Re: [Map] Grozny (2km) [WIP]
Ah nice, thanks!Arcturus_Shielder wrote:Select the objects you want in the Level Editor by pressing first click. Then do CTRL C to copy, move to the location you want to place down your copies and do CTRL V.
-
BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [Map] Grozny (2km) [WIP]
Or just select, hold CTRL and move the objects with one of the arrows (it will clone the objects selected)

-
Dukuu_npanop
- Posts: 91
- Joined: 2010-01-02 22:03
Re: [Map] Grozny (2km) [WIP]
Epic Work, first of all! I think it also is vital to add, that this battle took place in January both times, though I am not saying that you should add snow (it's not always snowy in winter in the Northern Caucausus), but for the sake of realistic atmosphere it would be nice if you add mud instead of green grass and bare trees because of usual ones.
Also, I need to say that I customized some PR maps making them look like chechen war style. There I changed some militia kits, replacing kits with PASGT-helmets with taliban and hamas analogs.
Also, I need to say that I customized some PR maps making them look like chechen war style. There I changed some militia kits, replacing kits with PASGT-helmets with taliban and hamas analogs.
Last edited by Dukuu_npanop on 2013-02-07 08:40, edited 1 time in total.
Reason: added about helmets
Reason: added about helmets
- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Re: [Map] Grozny (2km) [WIP]
thanks!Or just select, hold CTRL and move the objects with one of the arrows (it will clone the objects selected)
Yes you are right, I also thought of this, but it's hard to find a good mud texture/color, and also I am using one atm ( Gravel) But yeah, I will try to change the green areas to darker muddierDukuu_npanop wrote:Epic Work, first of all! I think it also is vital to add, that this battle took place in January both times, though I am not saying that you should add snow (it's not always snowy in winter in the Northern Caucausus), but for the sake of realistic atmosphere it would be nice if you add mud instead of green grass and bare trees because of usual ones.
Also, I need to say that I customized some PR maps making them look like chechen war style. There I changed some militia kits, replacing kits with PASGT-helmets with taliban and hamas analogs.
I know what you mean with the trees, the problem is there is only 2 diffrent trees without leafs, so it's kinda boring to only have 2 diffrent kind of trees, which btw are the same but diffrent size. And also I think it will get alot harder for the chechens if there are no leafs since it's much easier to spot them, but I will see what i can do
If someone knows where i can find more trees without leafs that would be nice
- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Re: [Map] Grozny (2km) [WIP]
-updated minimap
Can I make OG appear in the minimap somehow ?
Can I make OG appear in the minimap somehow ?
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: [Map] Grozny (2km) [WIP]
yeah,read threw part 3:Advanced Tweaks:
https://www.realitymod.com/forum/f189-m ... nimap.html
https://www.realitymod.com/forum/f189-m ... nimap.html
-
rodrigoma
- Posts: 1537
- Joined: 2012-03-22 21:21
Re: [Map] Grozny (2km) [WIP]
first you should really get a dds plugin for something, either get Photoshop, or Gimp but I don't think it works that wellMrslobodan wrote:-updated minimap
Can I make OG appear in the minimap somehow ?
Much better than just a cropped screenshot from the editor
It is a good idea to read that thread by Rhino as Mineral posted , but dont worry much about it you haven't even generated any terrain Lightmaps yet
-
BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [Map] Grozny (2km) [WIP]
Or, just lightmap a small patch of terrain (quality doesnt matter) near the OG, and voila it appears next time you generate the minimap
EDIT: Basically what MW posted
EDIT: Basically what MW posted

- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Re: [Map] Grozny (2km) [WIP]
Alright, I will do that, btw do i need to pay for ps or can i get it free somewhere?[R-CON]rodrigoma wrote:first you should really get a dds plugin for something, either get Photoshop, or Gimp but I don't think it works that well
Much better than just a cropped screenshot from the editor
It is a good idea to read that thread by Rhino as Mineral posted , but dont worry much about it you haven't even generated any terrain Lightmaps yet
Now here is another thing which is kinda annoying, I paint OG over an area and I only get the OG on a very small part of the painted area, while other areas are much more dense :S
I tried changing density but it increase a littlebit but then it increase a whole lot on other places, is it somethign wrong or is this just how the OG works when you paint a too small area like i did?


EDIT: Don't worry about the roads and houses, not final product yet
-
BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [Map] Grozny (2km) [WIP]
Fiddle around with the settings of the material (to be more specific MinDistToSame and MinDistToOthers)
Or just simply create a new material with different settings and paint it there (common practice it would appear)
Or just simply create a new material with different settings and paint it there (common practice it would appear)

- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Re: [Map] Grozny (2km) [WIP]
Yeah that's what i tried but it didn't change much, only in other parts,CroCop wrote:Fiddle around with the settings of the material (to be more specific MinDistToSame and MinDistToOthers)
Or just simply create a new material with different settings and paint it there (common practice it would appear)
but it's no big problem i can make staticobjects trees inside the city since i dont need that much
just wanted to know if something was wrong or something.
-
waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: [Map] Grozny (2km) [WIP]
I know its major WIP but that's definitely the Grozny i remember keep it up mate.Mrslobodan wrote:Alright, I will do that, btw do i need to pay for ps or can i get it free somewhere?
Now here is another thing which is kinda annoying, I paint OG over an area and I only get the OG on a very small part of the painted area, while other areas are much more dense :S
I tried changing density but it increase a littlebit but then it increase a whole lot on other places, is it somethign wrong or is this just how the OG works when you paint a too small area like i did?
EDIT: Don't worry about the roads and houses, not final product yet![]()
-
Dukuu_npanop
- Posts: 91
- Joined: 2010-01-02 22:03
Re: [Map] Grozny (2km) [WIP]
You can use less kind of trees for better performance either, chechens can use houses or wrecked models to hideMrslobodan wrote:thanks!
Yes you are right, I also thought of this, but it's hard to find a good mud texture/color, and also I am using one atm ( Gravel) But yeah, I will try to change the green areas to darker muddier
I know what you mean with the trees, the problem is there is only 2 diffrent trees without leafs, so it's kinda boring to only have 2 diffrent kind of trees, which btw are the same but diffrent size. And also I think it will get alot harder for the chechens if there are no leafs since it's much easier to spot them, but I will see what i can do
If someone knows where i can find more trees without leafs that would be nice![]()
- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Re: [Map] Grozny (2km) [WIP]
Thanks m8waldov wrote:I know its major WIP but that's definitely the Grozny i remember keep it up mate.![]()
Yeah, you are right, two flies in one hit as we say in swedishYou can use less kind of trees for better performance either, chechens can use houses or wrecked models to hide
- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Re: [Map] Grozny (2km) [WIP]
Outskirts wip:




Last edited by Ason on 2013-02-08 13:33, edited 2 times in total.
-
Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: [Map] Grozny (2km) [WIP]
Level is looking good, but it looks VERY flat, I would sink some roads down around the houses outside the city to give up more of a look like you posted.
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]
Yeah Im also thinking of making it more unflat(?) somehow, do you know ifI can lower the splines under the ground and then apply spline ? Or do i need to lower the terrain manually first withthe lower tool ?gx wrote:Level is looking good, but it looks VERY flat, I would sink some roads down around the houses outside the city to give up more of a look like you posted.


