2013-05-02, 08:14 | #91 | |
Retired PR Developer
|
Re: [Map] Prizrak (4km) [WIP]
Quote:
yeah less than 30,000 is what we aim for as Rod says this is
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
BTW your water looks lovely! | |
|
||
2013-05-02, 17:52 | #92 |
Retired PR Developer
Join Date: Apr 2010
Posts: 5,648
United States of America
|
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, |
|
|
2013-05-02, 17:57 | #93 | |
Retired PR Developer
|
Re: [Map] Prizrak (4km) [WIP]
Quote:
| |
|
||
2013-05-05, 11:58 | #94 | |
Join Date: Jul 2009
Posts: 133
Philippines
|
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:
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 | |
2013-05-05, 12:36 | #95 |
PR:BF2 Lead Designer
Join Date: Jan 2012
Posts: 8,514
Belgium
|
Re: [Map] Prizrak (4km) [WIP]
post your init.con so we can fix some issues with that regarding the spawning.
|
|
|
2013-05-05, 13:34 | #96 |
|
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" |
2013-05-05, 20:07 | #97 |
Join Date: Jun 2012
Posts: 717
Cape Verde
|
Re: [Map] Prizrak (4km) [WIP]
Map looks nice id like to see this in 1.0.
|
2013-05-21, 10:30 | #98 |
Join Date: Nov 2009
Posts: 389
Russian Federation
Location: Moscow
|
Re: [Map] Prizrak (4km) [WIP]
Nice!
Need more maps in 1.0 |
|
|
2013-05-21, 10:46 | #99 |
Retired PR Developer
|
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. |
|
|
2013-05-28, 14:47 | #100 |
Join Date: Jul 2009
Posts: 133
Philippines
|
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. |
Tags |
4km, map, poxo is ghey, prizrak, wip |
|
|