Tackleberry demands moar maps!

General discussion of the Project Reality: BF2 modification.
Tackleberry86
Posts: 102
Joined: 2015-02-12 03:52

Tackleberry demands moar maps!

Post by Tackleberry86 »

Heya folks,

I think we need more grozny and shija like maps. I want to play in some dark-destroyed/foggy maps, where you can feel the tensions of war.

- Tackle

I just can't get enough of Grozny.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Tackleberry demands moar maps!

Post by Wicca »

I too, demand more maps! MORE MAPS OR RIOT!
Xact Wicca is The Joker. That is all.
CAS_ual_TY
PR:BF2 Contributor
Posts: 926
Joined: 2016-01-04 12:30

Re: Tackleberry demands moar maps!

Post by CAS_ual_TY »

MAKE MORE MAPS NAOW
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FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: Tackleberry demands moar maps!

Post by FlyingR »

MEDIEVAL MINIMOD RIGHT NOW!
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Tackleberry demands moar maps!

Post by Jacksonez__ »

let me just fire up the random map generator
Tackleberry86
Posts: 102
Joined: 2015-02-12 03:52

Re: Tackleberry demands moar maps!

Post by Tackleberry86 »

Haha already got some nice generated maps?
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Tackleberry demands moar maps!

Post by rPoXoTauJIo »

Jacksonez__ wrote:let me just fire up the random map generator
That's actually should be doable.

Steps to implement:
1. Heightmap generator. Simple raw greyscale image.
2. Color, lowdetail, detail texture maps. Bunch of dds files + need to reverse materials struct.
3. OG\UG generator needs OG materials struct reversed, otherwise same rgb bunch of dds.
4. Roads generator, need to edit heightmap, textures, and compile dem roads to roadmeshes.
5. Statics generator - format is known, only thing needed is bunch of templates for blocks(partially already in PR for our mappers, caches script)
6. GPO generator - usually being done by meatbags, dont need a script here.

Need more python coders as always.
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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.
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Tackleberry demands moar maps!

Post by Jacksonez__ »

[R-DEV]rPoXoTauJIo wrote:That's actually should be doable.

Steps to implement:
1. Heightmap generator. Simple raw greyscale image.
2. Color, lowdetail, detail texture maps. Bunch of dds files + need to reverse materials struct.
3. OG\UG generator needs OG materials struct reversed, otherwise same rgb bunch of dds.
4. Roads generator, need to edit heightmap, textures, and compile dem roads to roadmeshes.
5. Statics generator - format is known, only thing needed is bunch of templates for blocks(partially already in PR for our mappers, caches script)
6. GPO generator - usually being done by meatbags, dont need a script here.

Need more python coders as always.
would it be possible to use laser scanner and implement that data to map editor somehow? :roll: Asking for a friend that has access to a RIEGL laser scanner
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Tackleberry demands moar maps!

Post by Wicca »

[R-DEV]rPoXoTauJIo wrote:That's actually should be doable.

Steps to implement:
1. Heightmap generator. Simple raw greyscale image.
2. Color, lowdetail, detail texture maps. Bunch of dds files + need to reverse materials struct.
3. OG\UG generator needs OG materials struct reversed, otherwise same rgb bunch of dds.
4. Roads generator, need to edit heightmap, textures, and compile dem roads to roadmeshes.
5. Statics generator - format is known, only thing needed is bunch of templates for blocks(partially already in PR for our mappers, caches script)
6. GPO generator - usually being done by meatbags, dont need a script here.

Need more python coders as always.
Why don't we hook up your head to PR! That way you will always slave for us!
Xact Wicca is The Joker. That is all.
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: Tackleberry demands moar maps!

Post by Jabil_One »

RUINS OF MUTTROOOOOAR
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Tackleberry demands moar maps!

Post by rPoXoTauJIo »

Jacksonez__ wrote:would it be possible to use laser scanner and implement that data to map editor somehow? :roll: Asking for a friend that has access to a RIEGL laser scanner
Yes, with a quality loose. Just need someone to do export import stuff.
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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.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Tackleberry demands moar maps!

Post by Rhino »

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Mr.VdHeide
PR:BF2 Developer
Posts: 923
Joined: 2014-09-16 10:16

Re: Tackleberry demands moar maps!

Post by Mr.VdHeide »

You mean something like this? :)


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D.J.
Last edited by Mr.VdHeide on 2017-09-07 12:12, edited 1 time in total.
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Tackleberry86
Posts: 102
Joined: 2015-02-12 03:52

Re: Tackleberry demands moar maps!

Post by Tackleberry86 »

Yes,yes !

Dark clouds, maybe some kind of a retro look to it. I absolutely adore such maps ;)
Tackleberry86
Posts: 102
Joined: 2015-02-12 03:52

Re: Tackleberry demands moar maps!

Post by Tackleberry86 »

'[R-DEV wrote:Rhino;2172876']If you want new maps, make them... [Maps] The Tutorial/Tool List for PR Mapping, for beginners & up

How hard is it to get into it ? I mean, I did some mapping in battlefield 1942 but that was almost 15 years ago.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Tackleberry demands moar maps!

Post by Rhino »

Tackleberry86 wrote:How hard is it to get into it ? I mean, I did some mapping in battlefield 1942 but that was almost 15 years ago.
It isn't hard to get into mapping, most of the tutorials are there (although some have broken pics and the ones that aren't you can find on web archives), the main thing required is a lot of time and dedication to make a map.
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Mr.VdHeide
PR:BF2 Developer
Posts: 923
Joined: 2014-09-16 10:16

Re: Tackleberry demands moar maps!

Post by Mr.VdHeide »

Takes an hour to set everything up, it takes months or years to get anywhere. :)



D.J.
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mectus11
PR:BF2 Developer
Posts: 805
Joined: 2015-09-05 19:44

Re: Tackleberry demands moar maps!

Post by mectus11 »

Tackleberry86 wrote:Heya folks,

I think we need more grozny and shija like maps. I want to play in some dark-destroyed/foggy maps, where you can feel the tensions of war.

- Tackle

I just can't get enough of Grozny.
Those two maps don't get played a lot which is a shame, good luck getting servers running maps other than Saarema 24/7.
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Tackleberry86
Posts: 102
Joined: 2015-02-12 03:52

Re: Tackleberry demands moar maps!

Post by Tackleberry86 »

Yeah I was thinking of doing a Grozny 24/7 server. But I think times are gone where you could do 24/7 maps like the kokan and muttrah ones , a couple of years ago :(

Grozny is like: You WILL have fun, doesn't matter if you just do defense or resupply your squad. Snipers on the roof, bloody grenadiers in every window, the sound of roaring tank/apc engines compared with the destroyed City... Sometimes i wonder if there is some kind of PR-PTSD :)
Geronimo
Posts: 274
Joined: 2013-03-28 20:49

Re: Tackleberry demands moar maps!

Post by Geronimo »

mectus11 wrote:Those two maps don't get played a lot which is a shame, good luck getting servers running maps other than Saarema 24/7.
Saarema? Never played that. I only know Fallujah (aka ISIS seeding), Muttrah and Server Crash.
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