[Map] The Battle for Qinling V2
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Rudd
- Retired PR Developer
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Re: [Map] The Battle for Qinling V2
once you've set up your init.con set it to read only to avoid teh editor overwriting it - you will be prompted when you save if you want to make it readable again. I'm DLing now, although I suspect Zero has found the issue.
edit
yes, Zero was correct
Right, had a look at it. I'm not entirely sure what your plan is so apologies if i mention something you are going to address/have addressed already.
The OG setup would benefit from a good deal more work. are you using the original overgrowth.raw? The trees_dence material for example looks like it's in the original configuration which was quite ineffcient and could be much improved, it also looks quite uniform.
The Bigfir material hasn't got any forest furniture - bushes/logs etc which help alot. These objects push up OG numbers considerably, but a very small number will make your forest far more realistic.
Recommendations
Trees_Dence
Decrease overall bush density
Decrease bush variety to save performance
I would dump the Oak trees
Mix in cluster fir trees
add a bush with a high distance to others setting, then play with density - this will force the other OG to cluster together more to create a natural looking and more efficient layout
OG within 100m or so of the map edge can be unique with a lower density etc to save OG numbers
bigfir
Needs some logs/bushes, not many, but some otherwise it feels quite fake.
Overgrowth.raw
is this the original? There is a tree in the Chinese airbase and a couple of cliffs look like they also have trees
Airbases
when you reteture the map, I would remove teh airbase statics and design an airbase similar to khamisiyah or another map, those statics caused a few problems and it would be better if they were removed.
lighting
I'd perhaps change the OG lighting to a bit more brown in it
I presume there's still alot of work planned since I don't see work on the POIs atm. I'd be particularly interested in getting solid buildings at the coal mine.
edit
yes, Zero was correct
Right, had a look at it. I'm not entirely sure what your plan is so apologies if i mention something you are going to address/have addressed already.
The OG setup would benefit from a good deal more work. are you using the original overgrowth.raw? The trees_dence material for example looks like it's in the original configuration which was quite ineffcient and could be much improved, it also looks quite uniform.
The Bigfir material hasn't got any forest furniture - bushes/logs etc which help alot. These objects push up OG numbers considerably, but a very small number will make your forest far more realistic.
Recommendations
Trees_Dence
Decrease overall bush density
Decrease bush variety to save performance
I would dump the Oak trees
Mix in cluster fir trees
add a bush with a high distance to others setting, then play with density - this will force the other OG to cluster together more to create a natural looking and more efficient layout
OG within 100m or so of the map edge can be unique with a lower density etc to save OG numbers
bigfir
Needs some logs/bushes, not many, but some otherwise it feels quite fake.
Overgrowth.raw
is this the original? There is a tree in the Chinese airbase and a couple of cliffs look like they also have trees
Airbases
when you reteture the map, I would remove teh airbase statics and design an airbase similar to khamisiyah or another map, those statics caused a few problems and it would be better if they were removed.
lighting
I'd perhaps change the OG lighting to a bit more brown in it
I presume there's still alot of work planned since I don't see work on the POIs atm. I'd be particularly interested in getting solid buildings at the coal mine.
Last edited by Rudd on 2014-02-02 19:57, edited 1 time in total.
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X-Alt
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:43, edited 1 time in total.
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X-Alt
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:44, edited 1 time in total.
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X-Alt
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:44, edited 1 time in total.
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pr|Zer0
- Posts: 300
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Re: [Map] The Battle for Qinling V2
I have noticed that you havent answered what exactly do you mean by invisible kits, so I'm a bit confused.
I'm gonna assume some things now:
1. For invisible flags, make sure you check "show on minimap" option in tweaker.
2. If you have pickup kits laying arround in whatever places ( like the insurgent pick up kits in main) and you cannot see them while playing there are few possible issues
- you play as team 1 and the object is set in GPO as team 2 (ObjectTemplate.setObjectTemplate 2 when it should beObjectTemplate.setObjectTemplate 1 )
- you have activated the spawn delay ObjectTemplate.minSpawnDelay 600
ObjectTemplate.maxSpawnDelay 600 and the option "spawn delay at start" is checked( or "activated")
LE. On AAS 32 layer i've noticed something strange regarding attack routes and i'm gonna post them here:
Farmoutpost SGID 401
PLA FOB SGID 10 - ???
NW Flag SGID 311
SW Flag 271 ???
NE Flag 311
Coal mine 221
let me explain briefly what 3 digit SGID means:
3 digit SGID is in ABC form:
C means attack route number
B tells computer how many flags on that C route should pick up (randomizing) - for example, if you have 2 flags whit SGID 311, computer will pick 1 of them, "randomly". more to the point, if you look at route 3 in the picture below, (red one), you notice I have 2 flags with SGID 413. That means that only one will be in play when route 3 is picked up. If I set SGID 423 for both of them, that means that both flags will show up and will be in play when route 3 is picked up.
A is the flag number on that route, starting from team 1.
Here's my attack routes image for my map:

now note the routes: red is route 3, black is route 1 and so on, and for a specific route, first digit increases as you move away from team 1 (located in lower left corner).
Understanding AAS v4 is a bit tricky, but this pic will help you a lot.
Now, another issue: you haven't defined your team 1 and team 2 mains. Its a 4 km map, and both teams "should" have their mains uncappable. Notice that the mains in the above photo have not being assigned to any route.
To do that, u need to assign the Team 1 main SGID 1 and Team 2 main SGID -1. that means that those 2 flags will not be part of any attack routes, and also, the rest of the flags, should have 3 digits SGID (PLA FOB SGID is wrong, same for SW flag which has SGID 271?? you basically tell computer to pick 7 flags on route 1 as flag number 2, and same for coal mine with SGID 221).
For a 4 km map, also you should have at least 4 attack routes, ideally would be 9; is less boring, prevents stalemates when its played a lot( see Kashan for that matter - its like a never ending repetition).
hope this helps you.
Also read carefully the link below:
https://www.realitymod.com/forum/f189-m ... -mode.html
I'm gonna assume some things now:
1. For invisible flags, make sure you check "show on minimap" option in tweaker.
2. If you have pickup kits laying arround in whatever places ( like the insurgent pick up kits in main) and you cannot see them while playing there are few possible issues
- you play as team 1 and the object is set in GPO as team 2 (ObjectTemplate.setObjectTemplate 2 when it should beObjectTemplate.setObjectTemplate 1 )
- you have activated the spawn delay ObjectTemplate.minSpawnDelay 600
ObjectTemplate.maxSpawnDelay 600 and the option "spawn delay at start" is checked( or "activated")
LE. On AAS 32 layer i've noticed something strange regarding attack routes and i'm gonna post them here:
Farmoutpost SGID 401
PLA FOB SGID 10 - ???
NW Flag SGID 311
SW Flag 271 ???
NE Flag 311
Coal mine 221
let me explain briefly what 3 digit SGID means:
3 digit SGID is in ABC form:
C means attack route number
B tells computer how many flags on that C route should pick up (randomizing) - for example, if you have 2 flags whit SGID 311, computer will pick 1 of them, "randomly". more to the point, if you look at route 3 in the picture below, (red one), you notice I have 2 flags with SGID 413. That means that only one will be in play when route 3 is picked up. If I set SGID 423 for both of them, that means that both flags will show up and will be in play when route 3 is picked up.
A is the flag number on that route, starting from team 1.
Here's my attack routes image for my map:

now note the routes: red is route 3, black is route 1 and so on, and for a specific route, first digit increases as you move away from team 1 (located in lower left corner).
Understanding AAS v4 is a bit tricky, but this pic will help you a lot.
Now, another issue: you haven't defined your team 1 and team 2 mains. Its a 4 km map, and both teams "should" have their mains uncappable. Notice that the mains in the above photo have not being assigned to any route.
To do that, u need to assign the Team 1 main SGID 1 and Team 2 main SGID -1. that means that those 2 flags will not be part of any attack routes, and also, the rest of the flags, should have 3 digits SGID (PLA FOB SGID is wrong, same for SW flag which has SGID 271?? you basically tell computer to pick 7 flags on route 1 as flag number 2, and same for coal mine with SGID 221).
For a 4 km map, also you should have at least 4 attack routes, ideally would be 9; is less boring, prevents stalemates when its played a lot( see Kashan for that matter - its like a never ending repetition).
hope this helps you.
Also read carefully the link below:
https://www.realitymod.com/forum/f189-m ... -mode.html
Last edited by pr|Zer0 on 2014-02-03 12:56, edited 6 times in total.

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X-Alt
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:44, edited 3 times in total.
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pr|Zer0
- Posts: 300
- Joined: 2008-06-30 12:10
Re: [Map] The Battle for Qinling V2
As I mentioned, Qinling is a 4km map...Qwai is 1 km if i recall corectly. Quai mains are capable because it lacks space for maneuver. On any map, be it 1, 2 or 4 km, you have the same number of players, difference be it that on smaller map, its "crowded" and main exits are easy to be blocked(esp on 1 km AAS maps), rendering the "uncap" flag ineffective alongside DOD, therefore removing a good part from an already small map from gameplay. So comparing gameplay logic on1 km and 4 km maps is not quite good.
DOD is very effective in protecting a 4km main exit routes due to size.
If you plan to make an proper overhaul for Qinling, I suggest you to increase the number of AAS attack routes,adding more POI's, altering the terrain if it suits the purpose...feel free to experiment.
Thats why I posted the detail explanation of the AAS game mode, and also SGID's posted are a bit iffy for me...maybe Im missing something. will look into it again tomorrow.
Meanwhile, the editor folder for your qinling version will help in pinpointing the kits issue.
DOD is very effective in protecting a 4km main exit routes due to size.
If you plan to make an proper overhaul for Qinling, I suggest you to increase the number of AAS attack routes,adding more POI's, altering the terrain if it suits the purpose...feel free to experiment.
Thats why I posted the detail explanation of the AAS game mode, and also SGID's posted are a bit iffy for me...maybe Im missing something. will look into it again tomorrow.
Meanwhile, the editor folder for your qinling version will help in pinpointing the kits issue.
Last edited by pr|Zer0 on 2014-02-03 22:16, edited 4 times in total.

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X-Alt
- Posts: 1073
- Joined: 2013-07-02 22:35
Re: [Map] The Battle for Qinling V2
That is what is currently in progress. The kits issue appeared to be BF2editor fking up the init.con, literally removing textures from every kit's objects that was not on the spawnmenu, ala BF2. I am in the process of adding more flags\attack routes. My annoyane problem with Qinling was the huge cap radius with nothing important in it, so that is my #1 objective.pr|Zer0 wrote:As I mentioned, Qinling is a 4km map...Qwai is 1 km if i recall corectly. Quai mains are capable because it lacks space for maneuver. On any map, be it 1, 2 or 4 km, you have the same number of players, difference be it that on smaller map, its "crowded" and main exits are easy to be blocked(esp on 1 km AAS maps), rendering the "uncap" flag ineffective alongside DOD, therefore removing a good part from an already small map from gameplay. So comparing gameplay logic on1 km and 4 km maps is not quite good.
DOD is very effective in protecting a 4km main exit routes due to size.
If you plan to make an proper overhaul for Qinling, I suggest you to increase the number of AAS attack routes,adding more POI's, altering the terrain if it suits the purpose...feel free to experiment.
Thats why I posted the detail explanation of the AAS game mode, and also SGID's posted are a bit iffy for me...maybe Im missing something. will look into it again tomorrow.
Meanwhile, the editor folder for your qinling version will help in pinpointing the kits issue.
Last edited by X-Alt on 2014-02-03 22:55, edited 2 times in total.
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X-Alt
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:44, edited 1 time in total.
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Rudd
- Retired PR Developer
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Re: [Map] The Battle for Qinling V2
fewer, better routes are better than many routes with some naf ones.
The map that has probably utilised routes the best is Saareema, check it out in the map gallery for ideas
The map that has probably utilised routes the best is Saareema, check it out in the map gallery for ideas
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X-Alt
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:44, edited 1 time in total.
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Rudd
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Re: [Map] The Battle for Qinling V2
if they are on cliffs you only have a couple of options
1) remove the offenders by hand
2) when you retexture the map, have your method assign detailtextures so that cliffs are clearly assigned their own texture. From this you can get the editor to create a undergrowth.raw with the one of the materials set to steep areas, copy and rename that to overgrowth.raw and presto, you now have OG (and UG) assigned according to geography. Here is the tut https://www.realitymod.com/forum/f189-m ... nment.html
1) remove the offenders by hand
2) when you retexture the map, have your method assign detailtextures so that cliffs are clearly assigned their own texture. From this you can get the editor to create a undergrowth.raw with the one of the materials set to steep areas, copy and rename that to overgrowth.raw and presto, you now have OG (and UG) assigned according to geography. Here is the tut https://www.realitymod.com/forum/f189-m ... nment.html
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X-Alt
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Re: [Map] The Battle for Qinling V2
Retexturing is one of the final stages since I would rather have it viewed for its gameplay and then work on the aesthetics a bit more, for now I will have to spam right click till those pesky trees decide to cuddle up together. Dat evil BF2 editor\engine, maybe one day I can revamp it more in CE3'[R-DEV wrote:Rudd;1981543']if they are on cliffs you only have a couple of options
1) remove the offenders by hand
2) when you retexture the map, have your method assign detailtextures so that cliffs are clearly assigned their own texture. From this you can get the editor to create a undergrowth.raw with the one of the materials set to steep areas, copy and rename that to overgrowth.raw and presto, you now have OG (and UG) assigned according to geography. Here is the tut https://www.realitymod.com/forum/f189-m ... nment.html
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Rudd
- Retired PR Developer
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Re: [Map] The Battle for Qinling V2
when you retexture the map, you should retexture the surrounding terrain at the same time, the bright green is the default colour when no texture is appliedAny way I can replace it?
you are approaching the map from the reverse direction that most mappers work in
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X-Alt
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:45, edited 2 times in total.
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X-Alt
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:45, edited 1 time in total.
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pr|Zer0
- Posts: 300
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Re: [Map] The Battle for Qinling V2
I think sorrounding terrain is in "map folder/colormaps/tx_sY.dds" files, where Y ranges from 1 to 7, so I guess You need to find the original ones and replace them in you map folder. Never done that, so Im unsure it will work in the editor.(I assume that for terrain rendering in the editor, the editor is using the colormaps in "map folder/editor/colormaps/tx_sY.dds files and on save, maps are saved in the map folder/colormaps )

- Mineral
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X-Alt
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:45, edited 4 times in total.
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X-Alt
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:45, edited 3 times in total.


