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Re: Deir Ez Zor [4km]
Posted: 2017-05-26 22:06
by agus92
CaptMiller wrote: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
Looks very interesting, and different, nice.
Small detail: don't make the end of the waterway higher than the middleother, looks unclear on the vid
And Grad, how awesome would that be!!
Re: Deir Ez Zor [4km]
Posted: 2017-05-27 19:49
by CaptMiller
few questions to mappers:
1.I didnt find high grass(higger than human body), I checked all UG OG folders
2.How to make trenches as on screenshot
3. PR crashes when I try to start my map, but rPoxo can start it
4.PR crashes anyway if I add OG(overgrowth) to map, maybe only several OGs possible use in mapping ?

Re: Deir Ez Zor [4km]
Posted: 2017-05-27 20:17
by Outlawz7
Get an error message for crash, there is no static grass higher than players, the static fields on maps like Asad Khal, Lashkar etc. is what we have, look at existing model's wireframe to see how it's shaped.
Re: Deir Ez Zor [4km]
Posted: 2017-05-27 20:44
by CaptMiller
***3. PR crashes when I try to start my map, but rPoxo can start it***
No errors, just flight to the desktop
***2.How to make trenches as on screenshot***
I tried using the available tools to create a narrow trench, but I can not, as in the screenshot, there may be some special technique that I do not know about
Re: Deir Ez Zor [4km]
Posted: 2017-05-27 21:27
by Mineral
It's a static, not terrain. FH2 has very nice trenches!
Re: Deir Ez Zor [4km]
Posted: 2017-05-27 21:54
by X1 Spriggan
There is a trick you can do with undergrowth to make some of the grass higher without making it look too janky. In the UG tool, apply 2 materials of the same grass type and settings to a brush. On one of the grass materials, make the density about .5 and leave the rest of the settings as default. On the other grass material, set the density to .1; click the expand box and play with the Y in RandomScaleSize to your liking. You can add as many grass materials as you'd like and play with each of their own RandomScaleSize. For the density, I'd stick to around .01-.1. Any more than that, you'd be pushing the limits of the game engine.
For the OG crash problem, you'll have to go through each OG material and make sure you selected .con files. I accidentally selected a .col file and it was crashing my map.
Re: Deir Ez Zor [4km]
Posted: 2017-05-27 22:22
by Outlawz7
[R-DEV]Mineral wrote:FH2 has very nice trenches!
That's not FH2 in the screenshot.
Re: Deir Ez Zor [4km]
Posted: 2017-05-27 22:31
by CaptMiller
thx spriggan I will try
about trenches: if that static, where I can find it ? I thought I check all folders in staticobjects
Re: Deir Ez Zor [4km]
Posted: 2017-05-27 23:01
by X1 Spriggan
I don't think the PR has those trenches. The only ones that PR has are the ones on Yamalia and Grozny. You can make you own trenches using the Level brush tool, but requires some patience.

Re: Deir Ez Zor [4km]
Posted: 2017-05-28 06:31
by agus92
Doesn't Merville has human-tall grass?
Posted: 2017-05-28 11:16
by AfterDune
These trenches are used in PR:WW2. Don't think they're in core PR yet.
Re: Deir Ez Zor [4km]
Posted: 2017-05-28 18:05
by CaptMiller
Hope in future it will be added in core
Have new question:
where is UnderGrowth count in Bfeditor ? I heard UG count should be around 30-40k max, what is maximum UG count I can add on 4k map ?
Re: Deir Ez Zor [4km]
Posted: 2017-05-28 18:58
by Mineral
OG count you mean? AFAIK you can oly get it by going to the bottom of the overgrowthcollision.con(or similar, not at my pc and don't recall the name 100%) file in the overgrowth folder. There it's show the amount. UG count does not exist and isn't a useful statistic. The biggest there to look for the is the draw distance.
Re: Deir Ez Zor [4km]
Posted: 2017-05-28 19:07
by CaptMiller
I mean UG count, I need to know how much I can draw
Re: Deir Ez Zor [4km]
Posted: 2017-05-28 20:00
by Mineral
There is no such count neither is there a use for it.
Re: Deir Ez Zor [4km]
Posted: 2017-05-28 20:04
by X1 Spriggan
The reason why there is an OG counter and not and UG counter is because the OG has collision that the server has to keep track of. Having too much collision on server load is what causes various types of lag such as server FPS drop or rubber banding. UG on the other hand is handled all on the player's PC.
UG is a lot more flexible. In a heavily game asset heavy map, where buildings and other game assets are used, UG viewdistance should be low because it adds unnecessary overhead to the player. However, if a map were to have very little OG and not use many game assets such as buildings, UG density and view distance can be higher and it won't negatively effect performance.
The first thing you should do is make a baseline of what you are trying to achieve, as see how how much you can do with as little UG as possible. If you want to keep your UG view distance at 400m, play with your UG density to see how low you can go while still achieving the effect you want. Then after the map is more complete and more of the assets are placed on the map, you can either increase the view distance or density and see if it has an effect on performance.
Its also important to remember that you have to take into account the enormous performance load of 100 players on your map will do. Optimization should be always be a consideration when making your map.
Re: Deir Ez Zor [4km]
Posted: 2017-05-28 20:32
by Outlawz7
OG fields dont have collision.
Re: Deir Ez Zor [4km]
Posted: 2017-05-29 19:12
by CaptMiller
Couple of screens

Re: Deir Ez Zor [4km]
Posted: 2017-05-31 16:18
by ALADE3N
CaptMiller wrote:few questions to mappers:
1.I didnt find high grass(higger than human body), I checked all UG OG folders
Select the UG that you want to be higher than the body of the soldier , then play with that randomscalesize thing until you are satisfied
Re: Deir Ez Zor [4km]
Posted: 2017-05-31 23:56
by Rabbit
HeneraLuna wrote:Select the UG that you want to be higher than the body of the soldier , then play with that randomscalesize thing until you are satisfied
UG us a bad call on that, I would just work on a custom OG.