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Re: [Map] Ursa Initiative [WIP]

Posted: 2009-05-15 00:12
by badmojo420
I would add more logs under the shelters, and perhaps in the lumber sheds you could make them two floors and sectioned off. Like this pic.....http://www.pennsylvaniarailroad.org/Mvc-024s.jpg

And some big trucks parked here and there. Forklifts, etc. Just more clutter in general.

Re: [Map] Ursa Initiative [WIP]

Posted: 2009-05-15 00:29
by Khidr
I'm not sure I want the 2 floor structure like you suggest. That kind of building indicates commercial sales of lumber like HomeDepot or contractor supply outlets. The lumber mill I am trying to go for is just some compound in the middle of the woods that renders down raw logs into more easily transportable materials.
IE a structure with a big saw. No consumer sales take place here, this is just semi-fixed work site.


Also, to really get that look similar to your pic, you would have to use lots of single plank statics to fill those shelves. Lots of statics for little gain. Best bet would be to get a modeler to make that whole building+Lumber as a single static.

Re: [Map] Ursa Initiative [WIP]

Posted: 2009-05-15 02:01
by Dev1200
So what are the possible assets that will be available? Obviously the militants will get technicals or w/e... but will the canadians get apcs? a helo perhaps?

Re: [Map] Ursa Initiative [WIP]

Posted: 2009-05-15 04:27
by IronTaxi
K:h:i :d :r: wrote:I'm not sure I want the 2 floor structure like you suggest. That kind of building indicates commercial sales of lumber like HomeDepot or contractor supply outlets. The lumber mill I am trying to go for is just some compound in the middle of the woods that renders down raw logs into more easily transportable materials.
IE a structure with a big saw. No consumer sales take place here, this is just semi-fixed work site.


Also, to really get that look similar to your pic, you would have to use lots of single plank statics to fill those shelves. Lots of statics for little gain. Best bet would be to get a modeler to make that whole building+Lumber as a single static.

Hehe...you crack me up...

sounds exactly like Rhino and I designing a map... totally play out the complete function of the space in your head...thats the way to go man..

:15_cheers

Re: [Map] Ursa Initiative [WIP]

Posted: 2009-05-19 19:02
by Khidr
So progress has again been slowed by the editor doing it's usual tricks. I am now dealing with a Unhandled Exception when I try to load my map.

This started when I was making room on my HD and messed up my BF2 files. I then reinstalled all BF2, PR and Editor + lightmaps. Started editor up, opened my map and got this error. Did a search here and editor forums and only suggestion I found was to do a fresh reinstall.
So I removed BF2editor program and pr_edit folder. Reinstalled everything and got editor set up for PR mapping. Now I am still getting the Unhandled Exceptions. Every time I have looked in the bf2editor logs it is for a different reason, although "shaders" seems to be the consistent issue.

Any suggestions or should I just keep reinstalling until it works? Also, do I just reinstall the editor or do I need to reinstall the BF2/PR as well? The game runs fine as it is.

Re: [Map] Ursa Initiative [WIP]

Posted: 2009-05-19 19:27
by IronTaxi
make sure you have the right version of the bf2 editor...there are 2 versions out there...

i think the good one is "bf2_editorsetup_jan4"

I seem to remember having a similar problem due to having reinstalled with the older version of the editor..

Re: [Map] Ursa Initiative [WIP]

Posted: 2009-05-19 19:37
by Khidr
Following Rhino's links I am led to this file : bf2_editorsetup_v1.3.zip

This is the current version I am having difficulties with. Are you saying there is a newer version of the editor?

Re: [Map] Ursa Initiative [WIP]

Posted: 2009-05-19 20:35
by sandgamer
stupid proposal perhaps, but might be worth a try:
if the error says smth. about your shaders: in your windows profil there is a bf2 folder with a shader-cache: delete the content (its propably left behind from your last install) and run bf2/pr atleast on one map to regenerate the shader cache; then retry your map in the editor :)

let me know if it was a stupid idea
sg :crazy:

Re: [Map] Ursa Initiative [WIP]

Posted: 2009-05-19 21:06
by Khidr
Drop all the"stupid" from your post. Any suggestion is a good suggestion when someone is stuck.

BTW sg, you win the prize. My map loads up like a charm! Thank you very much, I owe you one.

Re: [Map] Ursa Initiative [WIP]

Posted: 2009-05-20 16:20
by sandgamer
you are very welcome.
sg :crazy:

Re: [Map] Ursa Initiative [WIP]

Posted: 2009-05-20 22:57
by AnRK
K:h:i :d :r: wrote:Yeah the sky I'm not too fixated on. I'll try anything that looks good but I do like dusk/dawn skies more than high noon type skies.

I found a site with 100-200 custom skies. Note sure if they are for public use though but there was a lot to choose from. I'll trade your websites tomorrow on TS.
I wouldn't change it too much, I think it fits pretty well so far, perhaps it shouldn't look so far into sunset given the rest of the lighting but the red sky effect seems to go well with everything else.

Re: [Map] Ursa Initiative [WIP]

Posted: 2009-05-29 15:32
by bosco_
Looks like ArmA2 from the screens, awesome job. ;)

Re: [Map] Ursa Initiative [WIP]

Posted: 2009-05-29 15:45
by Polka
Gentlman, I lub you. This maps looks so awesome.

Re: [Map] Ursa Initiative [WIP]

Posted: 2009-05-29 16:46
by marcoelnk
- If I replace individual overgrowth trees with hand placed staticobject trees, will the map get better performance?
- I wish to render this map's lightmaps on high in the final stages. Is this ok or are all PR maps light mapped on medium?
manually placed trees have worse performance afaik.
afaik all LM in PR are on final , exept some object LMs maybe , not sure.
also LMing terrain doesnt take long actually. on your map maybe about 4 hours.

Re: [Map] Ursa Initiative (2km) [WIP]

Posted: 2009-09-09 09:23
by bosco_
Hump bump!

Re: [Map] Ursa Initiative (2km) [WIP]

Posted: 2009-09-09 09:37
by Hans Martin Slayer
Hm, just seen this..
manually placed trees have worse performance afaik.
Pretty sure that's not the case. Like 40-50% of my trees on Lashkar are handplaced, no problems there. Dr.Rank is placing loads and loads of trees by hand as well, so i think that's fine.
afaik all LM in PR are on final , exept some object LMs maybe , not sure.
No they're not.

Re: [Map] Ursa Initiative (2km) [WIP]

Posted: 2009-09-09 10:01
by Deer
Map look really excelent. Forest areas are as good as possible but village, lumber camp, truckyard and scrapyard could be made littlebit more realistic when it comes to static placing + more fun for firefighting. But this feedback is only based on screenshots. When trying to get best level of realism out of statics, its a must to make the base for the statics, instead of using statics to make the base, hard to explain but easiest way to receive this is to leave lots of open space and then think what other ways there is to fill that space rather than just filling it with more buildings =) But looking very good map =)

Re: [Map] Ursa Initiative (2km) [WIP]

Posted: 2009-09-09 13:06
by Outlawz7
[R-COM]162eRI wrote:Armoured Furry
It's spelled with one F and it is possible to use the content in PR, there just aren't any LM samples for the statics yet.

Re: [Map] Ursa Initiative (2km) [WIP]

Posted: 2009-09-09 20:05
by HangMan_
[R-CON]Outlawz wrote:It's spelled with one F and it is possible to use the content in PR, there just aren't any LM samples for the statics yet.
You mean 1 R right? :D