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Re: Operation Soul Rebel

Posted: 2015-12-17 14:29
by Rhino
W.Darwin wrote:This map needs to be optimized!!

Also, we need more LOD0
Personally, I cannot run this map. Even ultra-low with 50% view distance.. :/
Yes this has been noted, but don't have time to do this myself right now, busy with other stuff.

Also LOD0 is the main mesh high gfx users see up close. I take it you mean More LODs?

W.Darwin wrote:Or completely remade!

I really like the tropical/exotic idea.

We need more cliffs, more waterfall, more tree's with fruit in it!
COME ON MY FRIEND!!

This exotic map has Much Much Much more potential than what it is right now!!
All that stuff wouldn't fit into the map even if the entire island covered the whole 4km length.

You also ask for more stuff, while having performance issues? The reason for the performance issues as it is, is the map has too much stuff on it as it is, in the form of too many trees :p
W.Darwin wrote:Also!
I would resize the dimension of the terrain chunk in this map.
This Russian Operation base takes alot of space and could be reduced
I made a quick adjustment, tell me what you think! :)

The island might be slightly too large now thou..
Yet, its to provide more tactical development for the infantries,

You know what??!!

Forget that!

Let it be the next Saareema Tropical edition!!

:D
:D
:D
Well first of all, the terrain is setup in the correct proportions and locations, (in its much smaller scale) to how Jamaica and Cuba are situated in real life: https://www.google.co.uk/maps/place/Jam ... fa!6m1!1e1

Yes you could move it and make Jamaica much larger but this isn't going to help with performance and will mean you will have to have a much lower density jungle than the map currently has.

I also have no time to remake this map. This map was originally made in a couple of weeks as an April Fools joke and I didn't intend for it to get integrated into the core release, just management wanted it to be :p

Someone else is welcome to remake this map if they choose but as Navo said:
Navo wrote:You are really going to like Operation Bobcat, friend.
https://www.realitymod.com/forum/f376-p ... 00prt.html

Image
SIDEKILL3R wrote:Plus i think the Russian CAS is OP IMO and trans can only land or the sides of the Tiny island due to trees and that's if they can make it to the island before getting hit by the HIND or Russian Jets due to Russian jets shooting down the weak Harriers within mins of take off IMO lol
MiG-21 is a little OP at the moment with its tiny turning circle which we are looking into fixing but even so, I haven't seen the Russian jets massively outclass the Harriers myself?

Hind may be a little OP thou, might remove that one.

Re: Operation Soul Rebel

Posted: 2015-12-17 14:46
by W.Darwin
[R-DEV]Rhino wrote: Also LOD0 is the main mesh high gfx users see up close. I take it you mean More LODs?

All that stuff wouldn't fit into the map even if the entire island covered the whole 4km length.

You also ask for more stuff, while having performance issues? The reason for the performance issues as it is, is the map has too much stuff on it as it is, in the form of too many trees :p


Yes you could move it and make Jamaica much larger but this isn't going to help with performance and will mean you will have to have a much lower density jungle than the map currently has.

Rhino, How is it that I can run Saareema without any major framerate drop?

Isn't it also a dense map in trees? maybe its the NAM tree's that have more poly's?
(I blame the mushrooms)
Wich is also the main point of LOD0 , isnt it a code that only allows high GFX users to see stuff?

I don't mind not being able to look at the little map details such as starfish and Mushrooms.
(Although you make a good point with having more LODS, since its a thick jungle map, no need to have high details on static 20-30 meters away)



Also, ''all that stuff wont fit in''

Waterfall, river within jungle?
The creation of unique statics for that exotic map?
How is it going to make FPS drops?
An ambassad would clear some forrested area for a clean grass/asphalt area.
A golf court would also reduce the poly count on the map. (would also be a unique feature)





I believe most of what i posted were not implying the increase of polygons amount in this map.



And the reason i suggested to increase the Island size was to make some clear spaces.

Not ALL Jamaica is thick jungle :D



Also, compensing a little lack of geographic accuracy for gameplay wise tweaking I think is a good choice :)


I also would like to bring attention to the second and fourth picture i uploaded in my last post.
You can see a rocky coastline wich is pretty interesting for the gameplay, could be exploited


''Someone else is welcome to remake this map if they choose''
I would but the PC I use is struggling with the BF editor. This post was mostly created to pick the interest of a mapper :)


PPS: Rhino, I never mentionned these pictures were better with the 1:1 ratio ... Just gotta make what fits best :D
PPPS: Rhino, That map is the first blue/turquoise map we got, tropical in other word. Lets make it good :D even if at beginning it was April's fool. ^^
PPPPS: Rhino.. uhh.. Since you are here. I wonder, how hard and long would it be to make an Ultra-low texture pack for PR .. I already posted a suggestion before.

(if its a simple repetitive boring task, I can take it! )

Image

Image

HERE :D thx ^^

Final PS: Are you the only mapper in here? You say '' I don't have time '' :/ Dont you dispatch the tasks ?

Re: Operation Soul Rebel

Posted: 2015-12-17 15:46
by Rhino
W.Darwin wrote:Rhino, How is it that I can run Saareema without any major framerate drop?

Isn't it also a dense map in trees? maybe its the NAM tree's that have more poly's?
(I blame the mushrooms)
Saareema has nothing like the same amount of trees OSR has and OSR also has them all packed into a much tighter area.

To put this into context, Saareema has a total of 12,756 Overgrowth Objects. That's all trees, bushes, shrubs etc in the map. This does not include Undergrowth which is things like grass, twigs, tiny rocks, mushrooms etc on the ground which only draw when very close to the player and are totally different :p
Now around 33% of the map is covered in trees, which for a 4km map, which has a total area of around 16.8km^2, that's around 5.5km^2 area covered in trees. So 12,756 OG objects, divided by 5500 meters = around one 2.3 OG objects per ever 1m^2 if I'm correct.

Now Operation Soul Rebel has its OG setup a little differently so I know that it has 6,499 large trees and 11,612 small shrubs/bushes, giving it a total of 18,111 Overgrowth Objects, 5,355 more than Saareema, and that isn't including the 6,666 trees in the surrounding Cuban terrain.
Now around about 10% of OSR is covered in trees, this is including the primary Cuban terrain, that is around 1.7km&2 area covered in OG objects, which is much less than the 33% / 5.5km^2 area of Saareema.
So 18,111 OG objects, divided by 1,680 meters = around one 10.8 OG objects per ever 1m^2 if I'm correct.

So ye, OSRs trees are around five times denser than Saareemas.

W.Darwin wrote:Wich is also the main point of LOD0 , isnt it a code that only allows high GFX users to see stuff?
All objects have a LOD0. If it does not have a LOD1, low gfx users see LOD0.
W.Darwin wrote:I don't mind not being able to look at the little map details such as starfish and Mushrooms.
They are undergrowth objects and hardly add anything to the overhead.

W.Darwin wrote:Also, ''all that stuff wont fit in''

Waterfall, river within jungle?
The creation of unique statics for that exotic map?
How is it going to make FPS drops?
An ambassad would clear some forrested area for a clean grass/asphalt area.
A golf court would also reduce the poly count on the map. (would also be a unique feature)
A waterfalls effects are actually pretty hard for players to draw, somewhat harder than trees :p

Unique statics take a lot of time and energy to make. They would also add more unique objects and most likley textures to be loaded on the map.

A golf course would take up a hell of a lot of area as well. Most r/l ones are ones have an area of around 0.3km^2 and is not excatly a feature unique, or even that common on Jamaica.

W.Darwin wrote:And the reason i suggested to increase the Island size was to make some clear spaces.

Not ALL Jamaica is thick jungle :D
Ye but like I said, I do not have the time to remake the map. You or anyone else are more than welcome to however :)

Re: Operation Soul Rebel

Posted: 2015-12-17 16:03
by Rabbit
dose, dose

Re: Operation Soul Rebel

Posted: 2015-12-17 17:00
by W.Darwin
U might find the question strange but, why you gave Cuba 6,666 trees? lol

Also, tiger area? hehe


Maybe invest time in the creation of new Waterfall effect, less expensive for the RAM ? or to process in general.

Look, I started a model of the Dock structure on a pic I posted :D

The blue color represent the floor, Red is walls, and Orange is rocky
I have no idea what i'm doing , I just downloaded 3dMax O_o
But it's fun

(It would be something like the LOD2 or 3, since its low poly, easier to start with hehe. )

Image


I would gladly get in touch with someone interesting in a re-modelisation of this map!
I can't map for PC performances issues, and knowledge. But I think with some help I can easily create stuff


Also, can we use same Texture pack for new 3d model?? So the map doesnt need to load different textures, like you said earlier, as of, when you set Middle-east and asian houses model in the same map.
So let's say, we use this structure im modeling, and we apply same texture as those used in OSR. Possible??

If we can, it erase all the textures issues! And it would be gr8 :D



PS: Come on, give me the answer for the ultra-low texture question :/

Re: Operation Soul Rebel

Posted: 2015-12-18 14:15
by PatrickLA_CA
Well you could remove lots of trees near the Russian airbase. They are never in play and most of the times just make jet and helicopter pilots drop in FPS when taking off or landing.

Re: Operation Soul Rebel

Posted: 2015-12-18 15:08
by Ratface
If you'd like to learn how modeling and textures work in BF2 (through 3ds Max version 9), take a look at this thread. It will hopefully give you a little better of an understanding of how everything works.

https://www.realitymod.com/forum/f189-m ... cture.html

Re: Operation Soul Rebel

Posted: 2015-12-18 15:35
by W.Darwin
I just clicked on that link, it seems very interesting! Thanks for that Rat :)

Re: Operation Soul Rebel

Posted: 2015-12-18 17:05
by Rhino
PatrickLA_CA wrote:Well you could remove lots of trees near the Russian airbase. They are never in play and most of the times just make jet and helicopter pilots drop in FPS when taking off or landing.
The Russian Airbase area hardly has any trees and other than right next to the airbase, their aren't even any shrubs or bushes in its jungle :p

Re: Operation Soul Rebel

Posted: 2015-12-18 19:26
by Rabbit
Hi MR. RHINO . Maybe you could make this map like Falklands? Can you import it and expand it and texture it and make it bigger and put it on a bigger map and give the russians a carrier and give them landing craft? I know it would be a bit of work and you are a busy man MR. RHINO but it shouldn't take you more than a couple of days to do and would make the map better and bigger and more realistic. dose that suite you MR. RHINO?

Posted: 2015-12-18 19:42
by AfterDune
Drunk already, Rabbit? ;)

Re: Operation Soul Rebel

Posted: 2016-03-24 13:40
by InfantryGamer42
Can you add attack helicopter for British.I think Apache can help British to win.

Re: Operation Soul Rebel

Posted: 2016-03-27 14:07
by viirusiiseli
[R-DEV]Rhino wrote:MiG-21 is a little OP at the moment with its tiny turning circle which we are looking into fixing but even so, I haven't seen the Russian jets massively outclass the Harriers myself?

Hind may be a little OP thou, might remove that one.
Have played this map a few times now, even though it is rarely played I guess due to performance issues. So here's some more feedback.

Hind is not really OP, as harriers and handheld usually bring it down/keep it away along with static AA. Even if not, the forest is really dense and finding enemies to kill can be difficult (no thermals for gunner). One well placed AA on a hill, even a MANPAD, can keep the hind away with constant locks.

Amount of jets is too big IMO, I think the old-school maximum of 2 jets a side is still relevant in PR. Going over that amount, CAS will not have time to do much CAS. They will only be occupied with killing enemy jets. With 10 minute respawns, there is simply no time for CAS runs.

Jet vs. jet combat is not even, comes down to a few points:
  • Harrier is quite weak: burns and blows up as soon as it starts smoking, removing the chance of RTB after getting hit, either by ground or jet
  • MIG-21 is faster and turns quite fast (note: doesn't necessarily outturn harrier, but harrier cannot outturn it either, MIG-21 can just run away easily while harrier can't)
  • There is a MIG-29 ASF which in the right hands can kill all 3 harriers by itself, quite easily so (personal opinion: should be removed)
  • Harrier AA can sometimes have an extremely difficult time hitting the MIG-21s as they move and turn quite fast, AAs often don't even track them
In addition, there are 2 BRDM-2s which are quite effective with no real counter-asset.

As they are amphibious, being in the water several hundred meters away barely exposed makes for a hard kill with LAT/HAT. Parking on the south side with one can block the whole british helitrans/boat reinforcements. While doing that, they can also kill infantry on the southern points of the map where the British FOBs usually are. CAS in practise will not kill BRDMs as they will either be down, or fighting/looking for jets.

Usually it's more of a player problem, but could be evened out by adding scimi/scorpion or removing one/both BRDM-2.

tl;dr Russia has a pretty big advantage asset wise, jets can't do cas because there are too many with small respawn time