[Map] Assault on Grozny (2km) [Released]

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Rabbit
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rabbit »

ComradeHX wrote:You finish this map and I will assemble sone period-correct kits to go with it.
Good luck, I tried and failed, and it was a core build too. :cry:
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AfSoccer "I just don't see the natural talent."
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

[R-DEV]Rhino wrote: You can also use this in the debugger for even more accurate results.
Thanks Rhino, it seems like a very useful tool :)
Btw does the video settings affect draw calls? Because when Psyrus looked at the map
(09-22-2014) he said there was almost 5000 draw calls in low performance areas but when I try it now on all low settings(VD 100% of course) I get 3000(rarely) at most and average of 2000 and I didn't make any changes since then... If not maybe I just didn't find the really really bad spots:/
Rhino
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rhino »

Yes, lower gfx settings will have fewer draw calls, since for starters low gfx users don't see the lod0 mesh up close and only see lod1 meshes, which often have fewer materials than lod0 meshes etc, as well as many other factors which also cut down draw calls.
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ComradeHX
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by ComradeHX »

[R-DEV]Rabbit wrote:Good luck, I tried and failed, and it was a core build too. :cry:
Is it that difficult to mix and match weapons/gear in a kit?
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Alright so far I have made these changes:

Level Viewdistance: -25 from 475 to 450

Static objects: -3500 from ~16500 to 13000
-removed a whole lot of sidewalks but still got many left.
-reduced trees and bushes in every little garden by 50%
-removed smaller objects that wasn't used very much
-removed all pr cars and reduced vbf2 cars by about 50%

OG objects:-2000 from 10.000 to 8000
OG Viewdistance: -25 from 500 to 475

UG Viewdistance: -50 from 100 to 50
-also decreased density
(Is UG heavy on performance?)

Lightmap Atlases: -15 from 76 to 61
Destroyable objects: -200 from 299 to 100

I think I will try to bring down static objects even more, atleast to 12000.

I noticed the pr trees don't have fewer draw calls on each lod. If I remember correctly the tree_branches had 6 draw calls no matter how far away while the vbf2 ones were jumping from 6 to 4-2. Does that mean the vbf2 trees are better to use?

Are roads heavy on performance? Will removing all crosswalks and parking lots make any difference?
Is there anything else I can do?
Last edited by Ason on 2015-05-01 20:37, edited 2 times in total.
Rabbit
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rabbit »

I see your deleted objects but did you also replace statics and change blocks around?
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AfSoccer "I just don't see the natural talent."
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Basically I did these types of changes all around the city:
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1. Removed that entire block of small houses and turned it into a park

2. This is the most common change where I removed small(left in the pic) and big(right in the pic) parts of blocks and replaced the objects with terrain making it into craters and ruins.

3. Removed entire block and replaced it with some ruins ( I haven't added any ruin parts to the map, I have removed alot of them but also moved some to other places like in this case)

4. replaced entire block of small houses and objects with a gastation and an apartment (I figured the changes in this area was so great that I could add one of those apartments. I will probably remove more houses near it, especially in the bottom of the screen)

5.Also removed entire block of small houses and replaced with terrain and a couple of ruins that I moved from other areas.

6. Removed (2 in the picture) big enterable apartments and replaced with small unenterable russian government buildings.

7. Replaced enterable apartment with few ruins.

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This area had an unenterable big apartment in the middle (replaced with craters and a couple of trees and removed all pavements) Also on the left side there was 3 tightly placed apartment buildings that I replaced with one from shija. Also behind that on the left side there was the 100s of blockwalls on each side of the railway that I replaced with 6 wallhigh 32m.


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Destroyed blocks of small houses(most common change around the city)
Last edited by Ason on 2015-05-01 21:18, edited 1 time in total.
Rabbit
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rabbit »

Looking better, what happened to the very large prww2 statics?
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AfSoccer "I just don't see the natural talent."
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Arc_Shielder
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Arc_Shielder »

[R-DEV]Rabbit wrote:Looking better, what happened to the very large prww2 statics?
I hope they're gone. No one is going to use those eastern front buildings. Unless someone is optimizing them ofc.

Great job Ason.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

I think I'll keep them for now, if it still lags too much I will remove them. I think the biggest problem atm is the walls around the river, there are like 100 walls(if not more) and one small pavement between every wall...

(I'm still looking for someone to help me group objects togheter. Doesn't have to be much, but for example grouping the fields around the city (about 20) or the walls around the river would be great help)
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

I've run into a little problem...The map crashes on 15% with no error message.

Crashing both with unpacked and packed version of the map.

I have tried regenerating OG atlas and also use smooth tool and resave the terrain (incase it was corrupt terraindata.raw)

The init looks good, I got the server and clientarchives.con in the server.zip. My custom objects zips are exactly the same as before.. Does someone know what the problem might be?

The only thing I can think of is that I have two types of the same tree in the same OG material. One bush_decidious with 0.9 density and another bush_decidious with 0.5 density(to not go over 1.0 density in one type).. I will try to fix that tomorrow if nobody knows something else I can try.
Rabbit
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rabbit »

duplicate object in your objects_server that is also in the mod or broken terrain.con(sounds like the latter). Try making a change in both the level and terrain editor and save EVERYTHING.
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AfSoccer "I just don't see the natural talent."
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derg
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Post by derg »

do you have any og layers with that arent used on the map or dont contain aany types? delete those in the og.con

GT-I9515
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Thanks guys, I did both of the stuff you mentioned but I also replaced my staticobject folder which was full of ww2 statics(that I added not long ago) with the original one, then resaved the map.
With the ww2 statics some of my buildings changed to ww2 textures so it might have been that aswell, not entirely sure how it saves and uses textures ingame. Anyway now it works :)
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Assault on Grozny v3
Download:
https://www.dropbox.com/s/y83qdfpqt3qsq ... y.rar?dl=0

Changelog:
Level Viewdistance: -25 from 475 to 450

Static objects: -4000 from ~16500 to 12500
-removed a whole lot of sidewalks.
-reduced trees and bushes in every little garden by 50%
-removed smaller objects that wasn't used very much
-removed all pr cars and reduced vbf2 cars by about 50%
-removed destroyable street signs by 90%

OG objects:-2000 from 10.000 to 8000
OG Viewdistance: -25 from 500 to 475

UG Viewdistance: -50 from 100 to 50
-also decreased density on all materials by ~50%

Lightmap Atlases: -17 from 76 to 59
Destroyable objects: -270 from ~299 to 29

Things to fix until next mappack event:
-Map overviews in loadingscreen
-Grid for minimap

Feedback is much appreciated!
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Last edited by Ason on 2015-05-03 15:27, edited 2 times in total.
Rabbit
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rabbit »

Good improvement, having an issue of OG popping in and out so look into your draw distance. You should also work on thinning out the PR cars and tank wrecks in the city some more. (which you said you removed?)

Map seems to be getting there. :D
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AfSoccer "I just don't see the natural talent."
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Rhino
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rhino »

[R-DEV]Rabbit wrote:Good improvement, having an issue of OG popping in and out so look into your draw distance.
This is probably down to them being converted to statics. You need to code proper cull and lod switching distances to the trees.
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Rabbit
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rabbit »

[R-DEV]Rhino wrote:This is probably down to them being converted to statics. You need to code proper cull and lod switching distances to the trees.
Not sure about that, he still has OG on his map and these were woods around the city.
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AfSoccer "I just don't see the natural talent."
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Yeah I think I just needs to correct Fog and OG draw distance. Afaik I removed all PR cars, did you still see any?
EDIT: Oh I thought the cars with better looks were the PR cars...

I think there is still no major performance improvement.. Is it a problem that the custom objects zips are 150 MB total? I think there are some unused textures/statics in them, can that affect performance even tho they are not used in the map?
Last edited by Ason on 2015-05-03 20:38, edited 1 time in total.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

I don't know how hard it is to make OCC meshes but I would really appreciate it if anyone out there would be willing to help me make a them for two big and simple buildings. I found out that I have almost no statics with OCC meshes so I'm guessing that's the reason for the high number of draw calls.

The two buildings I'm talking about are really big and spread out evenly around the city, OCC meshes for these would probably decrease draw calls alot.

If someone could help me make these before the weekend I can include it into the map pack event which would be great!

Here are the buildings, afaik the .staticmesh file should be enough(I included a 3rd static(block3_destmain) which is basically a copy of one of the others, it would be great to get a mesh for that one aswell):
https://www.dropbox.com/s/tnczwz46l69v8 ... s.rar?dl=0
Last edited by Ason on 2015-05-05 06:38, edited 2 times in total.
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