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Old 2013-05-02, 08:14   #91
Rudd
Retired PR Developer
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Default Re: [Map] Prizrak (4km) [WIP]

Quote:
Also, my OG is now at ~80,000 for the entire map. Is that okay?
Waaaaaaaaaaaaaaaaah!

yeah less than 30,000 is what we aim for as Rod says

this is
  1. to maintain FPS
  2. to prevent server lag

re your OG problem with teh floaty bits above trees

https://www.realitymod.com/forum/f18...g-atlases.html

you need to move the textures that are bleeding into eachother, look above the fir tree texture on your OG atlas to disover the specific issue

Tips on optimising OG without losing too much
  1. add a bush object to your material with a high distance to others, this will make small clearings appear in your trees, dense trees with high distance bushes tend to look good (but too hard and the clearings become squares)
  2. in photoshop or by hand, make the OG material with trees near your map edge have a lower density, map edges are generally not supposed to be part of gameplay if avoidable, so this technique will have minimal impact.
  3. Add things that may remove trees, such as water, fields without crops etc.

BTW your water looks lovely!


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Old 2013-05-02, 17:52   #92
LITOralis.nMd
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Default Re: [Map] Prizrak (4km) [WIP]

I'd like to point out that I've been experiencing those crosses above flora on many maps since the first day I've been playing PR going back to December 2009, and almost all of those glitches still occur.

THe map looks pretty amazing, very interested in seeing your efforts to reduce OG from 80000 to >30000, if you don't mind the extra effort, please regularly update this thread as you work your way through the trials and tribulations to reduce total OG's.

cheers,

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Old 2013-05-02, 17:57   #93
Rudd
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Default Re: [Map] Prizrak (4km) [WIP]

Quote:
I'd like to point out that I've been experiencing those crosses above flora on many maps since the first day I've been playing PR going back to December 2009, and almost all of those glitches still occur.
Theres a couple of cases where its a problem with the OG object itself, but in 098 theres a few that should have been corrected by the link I set, 1.0 should not have the issues that are fixed by mappers


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Old 2013-05-05, 11:58   #94
Element-X_IV
Default Re: [Map] Prizrak (4km) [WIP]

Oh look, a minimap.



I'd upload new images but I can't seem to get prbot or the camera kit thign to spawn on local, and I don't want to do it either given that I still have this annoying tree texture bleed problem. I have a few screenies on xfire here though, nothing big really but just to get a small look if you guys want, might have a few there from time to time as I test.

But yeah, Damn 30k.

Ok so, I haven't tried fixing the OG handpacking thing to fix the bleed issue, will get to that later when I get really bored, thanks for the responses on how to fix it, anyway...
I've managed to reduce from 80k to 35k, pretty much just followed as Rudd had suggested(thanks btw), then removing a few useless OG objects like deadlogs and random bushes and messed around with all the other OG values, also
expanded the water pond to occupy an entire 1/9th of the map on it's south east section since I'd rather do with that to keep battle focused than have traversible open fields.
The OG looks plain and boring with having just trees at the moment, I'll just add random thick bushes by hand and have a seperate and more detailed OG layer later on in places where they would be more noticable and serve good gameplay purpose such as around points of interest.
I'll update more on this as I progress further in time.

For anyone wanting to try out the map, I've managed to work my way past my extreme noobness and managed to get the map in-game.
Download via 2shared: DOWNLOAD HERE (It's using Silent Eagle loading screen and things so just ignore that too, it's temporary since I'm very n00b.)
Feel free to give feedback on it, ignore the various randomly placed and sometimes floating objects for now. I'm aware of most of the broken UG placements and weird object placements. This is mostly just for trying out and for feedback on general map setup and stuff.

So far we've had the following changes since I last updated in around 2011. It's been a while I know, but mapping can be very boring and frustrating at times. Might be some others I've forgotten to add in but anyway, changelog thang.

Quote:
-FDF and RU Main moved and re-done, FDF one made to look like it was a quickly setup outpost in response to an RU invasion meanwhile RU just making a clearing by the road for their invasion force to resupply from.
-Changed the main village into a little suburban area, did this because the village idea was kinda copied off of Silent eagle's, and I thought it'd be better to be different.
-Added a small weather station on top of a hill to the south of the tunnel, might change it to a radar station if I can get a hold of the statics from Vadso.
-Changed highway to be just one road instead, Tunnel is now a single-road vehicular tunnel too.
-Tunnel access point and lay-out was re-designed due to the highway road change, and now also has a road connecting it from the highway/access point to a minor road going under the bridge.
-Bridge leading to tunnel is now at an incline.
-Added a little vehicle stop over area by the highway.
-Added stream leading from main river to the big water pond.
-Extended water pond to occupy almost 1/9th(?) section of the map to the South-east. I preferred that over having an grassy field.
-Added swamps again, there are now a total of three on the entire map. All currently lacking detail, we'll get to that eventually.
-Added a few shallow crossable parts on the river as well as a few other bridges, might remove a few land-bridges though so that teams will utilize CSBs more.
-Added a chemical factory compound by the road joining the main road from the RU base to the Highway.
Also have planned changes, might add scrap yards or something if I can find somewhere decent where they could be useful gameplay-wise.

TL;DR:
Updated a bunch of crap, have a bunch of stuff planned too, too lazy to take screenies, just download map and see for yourselves here to see what it's like in-game.

Any feedback/criticism on the map will be duly noted and reviewed.

Cheers
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Old 2013-05-05, 12:36   #95
[R-DEV]Mineral
PR:BF2 Lead Designer
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Default Re: [Map] Prizrak (4km) [WIP]

post your init.con so we can fix some issues with that regarding the spawning.

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Old 2013-05-05, 13:34   #96
Rabbit
Default Re: [Map] Prizrak (4km) [WIP]

Took a look around

UG is to tall, it needs to be lowered so when you go prone it will not block your view, it also looks bad considering how it "grows in".

UG in road
http://i.imgur.com/evNgMW9.jpg

You also seem to have UG clipping all of your houses, make sure you remove it from underneath.

Here you also have floating buildings and 2 that are clipping here.

http://i.imgur.com/ZRvqv1L.jpg

You have vass and cattails in your water, you also have some random grass and flowers, I would remove it all, its not needed, and looks tacky.

For it being partly cloudy, your trees and casting insanely dark shadows, I would work on adjusting your lightmap settings. In fact, it looks this way for everything, it looks like scorched earth.

http://i.imgur.com/MpxPptJ.jpg

Missing sidewalk

http://i.imgur.com/bZ36dxy.jpg

Change your fading values to all 0 for your road spline here to better connect it to the bridges.

http://i.imgur.com/D7F6rxf.jpg

Z fighting also the terrain is not covering the backs of these sidewalks.

http://i.imgur.com/NTv8FSd.jpg

Green rocks, set your UG terrain color value to 0

http://i.imgur.com/C8TkQdk.jpg

OG clipping

http://i.imgur.com/hVQz29h.jpg


UG in road and buildings, also consider replacing those ME walls.
http://i.imgur.com/pKXiaZ7.jpg

Again empty area behind sidewalks, this one in the city.

http://i.imgur.com/MOWCRWP.jpg

UG painted on rock

http://i.imgur.com/wsIXXE5.jpg

Floating rocks.

http://i.imgur.com/RweIFpm.jpg

Road sign is z fighting.

http://i.imgur.com/duTrskv.jpg

Door leads to nothing do you plan on connecting it with that tunnel you are building? I would also add rocks in here to make it look more like a cave in. You also have UG here too, honestly, I'm going to stop mentioning it, as the whole level needs cleaned up in the UG department.

http://i.imgur.com/sbkRnKR.jpg


area not covered in tunnel. If you mirrored what you did in the tunnel you will need to fix both sides of the tunnel.

http://i.imgur.com/BtJr3Ev.jpg

Not sure what is causing it, but your road is stretched here.

http://i.imgur.com/ghrwHgk.jpg

Uncompleted fence

http://i.imgur.com/GS8GVFN.jpg




Other problems are you init, whenever you save the level editor it saves it incorrectly, so you need to fix it.

Code:
run ../../Factions/faction_init.con 1 "ru"
run ../../Factions/faction_init.con 2 "cf"
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Old 2013-05-05, 20:07   #97
waldov

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Default Re: [Map] Prizrak (4km) [WIP]

Map looks nice id like to see this in 1.0.
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Old 2013-05-21, 10:30   #98
zloyrash
PR Server License Administrator

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Default Re: [Map] Prizrak (4km) [WIP]

Nice!
Need more maps in 1.0


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Old 2013-05-21, 10:46   #99
Rudd
Retired PR Developer
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Default Re: [Map] Prizrak (4km) [WIP]

I'll take a look at this on Saturday when my essays are finished

I like the look of what you got so far, well done getting OG to 35k, you can always see how well that works (all depends on the number of statics as well)

Optimisation wise, I think you could look at the SW corner, make a sparser OG layer or a layer without bushes etc and paint it on down there, looks like an area that won't be used much so less resources can go there.


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Old 2013-05-28, 14:47   #100
Element-X_IV
Default Re: [Map] Prizrak (4km) [WIP]

Thanks, I've fixed most of the things gx gave feedback about. Might upload the newer version sometime soon. I'm still working on getting it to atleast 28k OG. I also have about 4k statics, a majority of which are huge hand placed bushes, rocks and minor terrain details which gives me the feels that I need to go that low on the OG or even lower maybe.

Are there any cons to using the vBF2 Pine Trees instead of the PR ones, like the pine trees on Kozelsk? They seem to be thicker and more natural looking than the PR pine trees.
If I could use those it could help me lower the OG density a bit more since they seem much thicker and would provide more cover than the PR ones.
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