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Re: Ask the [Dev]s a (?)

Posted: 2013-07-22 21:27
by Rudd
i am writing to you to ask "is there a manifesto of sorts to help guide future development of PR maps?"
not really

I think the key points are

1) play around first and learn the editor's functions, my first learning experience was duplicating maps and changing their teams etc for personal fun. (Op Barracuda became a Royal Marine scenario, bugfixing this gave me an appreciation of what alot of the files do)

2) choose an area you specifically feel interested in, hopefully this will be a unique area compared to other PR maps.

3) get as many refs together as possible

5) Decide how you will generate your map from start to finish, which software you will use etc. Take alot of time on this part because you can save alot of time later with a strong foundation.

6) use your colourmaps/groundhemi.dds to project a plan onto the map, then follow your plan.

it just needs to meet PR's quality requirements and be playable by our minimum hardware requirements (as much as we have those defined anyway).

You don't need to know everything, there's plenty of times mappers ask eachother how they did things or look at other PR maps/vbf2 maps to see how certain things were done. Just take each step one at a time and don't expect your first try to produce the next Shijia Valley. A painter doesn't read a book on painting and be instantly good, he/she goes through hours of tortuous practice.

Re: Ask the [Dev]s a (?)

Posted: 2013-07-22 22:12
by Pvt.LHeureux
KaB wrote:I won't hide that sometimes, when I go out for a walk in a random place, I think "this place gotta be a map in PR". But then, when I come back at home and open BF2 editor, I feel like a dog in front of my computer, and I cry.
So, so oh so true.

Re: Ask the [Dev]s a (?)

Posted: 2013-07-22 22:57
by Pronck
Question;

Will the artillery IED be removed in PR 1.0? If so, why? It is a great piece of equipment and the nr.1 enemy of coaltion vehicles in PR.

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 00:06
by AFsoccer
KaB wrote:I won't hide that sometimes, when I go out for a walk in a random place, I think "this place gotta be a map in PR". But then, when I come back at home and open BF2 editor, I feel like a dog in front of my computer, and I cry.
ROFL :)

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 01:45
by 40mmrain
B.Pronk(NL) wrote:Question;

Will the artillery IED be removed in PR 1.0? If so, why? It is a great piece of equipment and the nr.1 enemy of coaltion vehicles in PR.
number one enemy of everything, it was one size fits all. The new anti armour IED wont kill light vehicles or infantry in a 50m radius, and the mortar IED wont punch through tanks, but now, you can carry around both at once, instead of just one arty IED. Consider it an upgrade.

also if you want to ruin a bridge you wont have to use your arty.

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 02:20
by smgunsftw
40mmrain wrote:number one enemy of everything, it was one size fits all. The new anti armour IED wont kill light vehicles or infantry in a 50m radius, and the mortar IED wont punch through tanks, but now, you can carry around both at once, instead of just one arty IED. Consider it an upgrade.
I agree, the old arty IED was also kind of overpowered due to it being able to blow through walls and buildings.

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 02:29
by CTRifle
KaB wrote:I won't hide that sometimes, when I go out for a walk in a random place, I think "this place gotta be a map in PR". But then, when I come back at home and open BF2 editor, I feel like a dog in front of my computer, and I cry.
Yuss, oh this park would look good, this bridge would be a nice flag LOL

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 03:12
by =Romagnolo=
KaB wrote:I won't hide that sometimes, when I go out for a walk in a random place, I think "this place gotta be a map in PR". But then, when I come back at home and open BF2 editor, I feel like a dog in front of my computer, and I cry.
So true. I tried making a PR map once and... this is so true.

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 05:44
by Darman1138
I got to making a basic small square and placing a few buildings and terrains. I followed all the directions in the PR mapping tutorials and when I went to spawn in to walk around my map it just crashes :\ Total buzz kill.

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 08:31
by BroCop
Well ofc, you cant just add a bit of buildings in the map and expect it to magically work. Believe me, I fell for the same thing when I first tried it out. :p

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 08:43
by Cossack
[R-DEV]AFsoccer wrote:ROFL :)
Says the man who rules the editor :grin:

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 08:45
by rodrigoma
pretty much anyone can use the editor, just as everything you have t learn it a bit. But its certainly not rocket science :-P

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 11:05
by Blackburn92xBHD
[R-DEV]BloodyDeed wrote:
The main problem is the fact that you pick up the enemy kit geometry (vest, helmet etc) as well and we cant fix that without a huge amount of work.
Forgotten hope team somehow found a solution for that :) maybe you ask them how they did it :P
but i think you'll have to recreate all kits for that so you better bring that in 1.01 :)

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 11:23
by AfterDune
That has to do with how the soldiers/kits are named. In Normandy for example, the files are named like in vanilla and so "the system" knows what kit geos to use. If you're US and pick up a German kit, you still see US kit geos.

The downside of that system is that you can't share kit geos with other factions. You'd have to copy the skinnedmesh, name it accordingly, etc. Though you can still share textures of course, but it's the skinnedmeshes you need to duplicate.

There may also be a downside of being limited to a certain amount of kit geos (amount of skinnedmeshes) you can use per team, but I'm unsure about that one.

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 13:26
by ComedyInK
can you start releasing 1.0 in chunks and slowly adding new content in? You know, how the minecraft guys did it. It's an other boring summer of no PR otherwise.

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 14:09
by =Romagnolo=
Talking about Normandy, what else can you guys say about it?

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 14:15
by AfterDune
ComedyInK wrote:can you start releasing 1.0 in chunks and slowly adding new content in? You know, how the minecraft guys did it. It's an other boring summer of no PR otherwise.
Nope.jpg

Release is not far away.
=Romagnolo= wrote:Talking about Normandy, what else can you guys say about it?
New maps, new weapons, new vehicles, hopefully some new animations. Pretty epic stuff actually. And next to finalizing that, it's mostly waiting for 1.0 to be ready, so Normandy can be updated to 1.0 standards when it comes to sounds, anims, etc. And more people are avaible again then.

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 14:16
by DonDOOM
ComedyInK wrote:Can you start releasing 1.0 in chunks, it's an other boring summer of no PR otherwise.
MIKA - Relax, Take It Easy - YouTube

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 14:29
by Rudd
ComedyInK wrote:can you start releasing 1.0 in chunks and slowly adding new content in? You know, how the minecraft guys did it. It's an other boring summer of no PR otherwise.
Basically the two problems with that system for us is 1) it'll probably lead to things getting broken, 2) it'll mean alot more testing for the Test team as there will be more 'release candidates' 3) it'll slow down development on other new things because we'll all be franticly checking we didn't break something every few weeks when a 'chunk' is released. It's fine if you're paid to that work...not so fine if its your hobby :)

Re: Ask the [Dev]s a (?)

Posted: 2013-07-23 15:08
by -=anders=-
Tio hot both outside and inside to play pr "right now". ;) ;)