Deir Ez Zor [4km]

Maps created by PR community members.
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Deir Ez Zor [4km]

Post by CaptMiller »

Started creation of new map for Syrian conflict. Some progress for 2 weeks.

If you have any ideas, give me your suggestions.

Artellery batalion(Sink tube - new static object)
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Part of village
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Airbase
+ new static obj airfield (1.17 km) with default texture
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Syrian jet bunker
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FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: Deir Ez Zor [4km]

Post by FlyingR »

Factions? Layout (AAS or INS)? Assets intended?

Sorry for asking Miller and I hate being this guy, maybe I'm wrong but aren't you doing many projects (assets, faction and maps) at the same time? Maybe focus on finishing one thing could be more efficient?

Don't get me wrong, I love that you are creating new content and hope you accomplish it!
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

FSA vs Syrian Army(hope when I finished map this will finished too).

Layouts - AAS and CnC only. Think no sense to talk about assets when all are WIP )

I abandonned work over IS faction, if I complete in the future some assets which I did, this will give to FSA faction
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

Editor crashes alltime when I try to load my map, wtf ? how to fix it ?
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Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

Re: Deir Ez Zor [4km]

Post by Ason »

CaptMiller wrote:Editor crashes alltime when I try to load my map, wtf ? how to fix it ?
Look at the log at the bottom while loading, see if you can spot what it tries to load when it crashes, then remove that from the map.
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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

Progress.
New big village with fortifications.

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Also, I want to ask devs:
look at this grass, on distance more 20 metres it disappears, on distance more 40 metres It disappears completely, in game grass will be good or should I use another grass ?
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Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

Re: Deir Ez Zor [4km]

Post by Ason »

CaptMiller wrote:Editor crashes alltime when I try to load my map, wtf ? how to fix it ?
so how did you fix this?
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Post by AfterDune »

You can set the undergrowth distance to x meters, how much did you set this?

For reference, you could check the undergrowth.con (or .cfg?) of other similar maps.
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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

[R-DEV]Ason wrote:so how did you fix this?
I deleted from folder some new static, some problem with textures, dont know how to fix it yet, will try after.



To AfterDune:

400 metres. With all other types of grass everything is fine. Problem with "cattails" and "cattailsgreen"(especially cattailsgreen
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

A few words about my map.

It will be something like deserted Omaha, every object (village, city, air base, checkpoint) will be well fortified, many fortifications added, but the coming force will be the insurgents. The defending faction must be the Syrian army, but since it does not exist yet, it may be necessary to use Militia, the main thing is that both factions should have no optics, and both used mainly AKM

SAA(placeholder Militia)

1 tank - t-62
1 tank t-72
1 bmp1
5 UAZ
2-4 urals (supplies and transport)

Also static DHSKm, ZSU-2-23, ZIS-3

ISIS(placeholder FSA)

2 tanks t-62
2 tanks t-55
1 bmp
4 Improvised APC(will remodel it after, but it is very important)
3 VBIED(that will be new models too, and have anti-bullets armour)
2 Zastava suply
5 techi cars
Last edited by CaptMiller on 2017-05-17 14:19, edited 1 time in total.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Deir Ez Zor [4km]

Post by rPoXoTauJIo »

Shtap making mistake i've told you already - assets goes after map being somewhat finished :p
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Deir Ez Zor [4km]

Post by Rabbit »

No, Break the chains of conformity! Do assets first then build the map around them!
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AfSoccer "I just don't see the natural talent."
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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

WIP industrial storage building
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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

Hi everyone, I have problem with one static. In BFmeshviewer it is fine, but when I export in pr_edit folder BfEditor crashes while loading my map with message : Warning: Inalid texture slot

2 materials(4 textures):
walls - iraq_c , iraq_di
roofs - white_tile, dirty_c
pls help

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Last edited by CaptMiller on 2017-05-23 16:13, edited 4 times in total.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Deir Ez Zor [4km]

Post by Outlawz7 »

You don't parent collisions to lods, only lod0. If it says 'invalid texture slot' then we need to see your materials (Meshview, 3ds max)

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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

For some reason BF2 engine dont want to read UV 3 channel(dirt) and read it as UV 1 channel (base) thereby dirt looks not correctly in bf2 engine, if someone Know how to fix it please tell me.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Deir Ez Zor [4km]

Post by Rhino »

Using multiple threads about the same issue is only going to hinder you getting a fix for them.

I suggest you make a dedicated thread about the issue, or you only use one of these topics at the very least.
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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

Map Progress
FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: Deir Ez Zor [4km]

Post by FlyingR »

Honestly a part from all the fixing that you have to do, the map is pretty good! Love the first building compound, smoke will play an important role here while MGs suppress the buildings to assault it!

Also having Airfield as a flag will be a fun CQB fight!
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

FlyingR wrote:Honestly a part from all the fixing that you have to do, the map is pretty good! Love the first building compound, smoke will play an important role here while MGs suppress the buildings to assault it!

Also having Airfield as a flag will be a fun CQB fight!
Yeah, I try to make the landscape as realistic as possible, Deir Ez Zor air base is no accident for 5 years surrounded, it's really a tough nut and the upcoming ones will have to do their best.

It will be something like a desert Omaha. The ISIS (placeholder FSA) should attack by a single wave of 30-50 people, interacting with tanks and mortars, otherwise they will simply not be able to take any of the objects (airbase, village, checkpoint).

And ofcourse no optic scopes(only snipers, marksmans etc)

List of vehicles, which in any case will need to be done:

-Improvised APCs for ISIS (placeholder FSA)
-armored VBIEDs for ISIS (placeholder FSA)

List of vehicles and equipment, which it is desirable to make:

-BM-21 GRAD
-ATGM 9k111 Spigot
-tank T-55
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