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Old 2012-12-29, 11:01   #61
pr|Zer0
Default Re: [Map] Umm Qasr (4km) [WIP]

Updated Link/files on first page:
-now its an .rar file instead of exe
-created localization file specifically for this map in order to keep PR files intact. Now map localization can be deleted without the need of editing PR localization files.
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Last edited by pr|Zer0; 2013-01-01 at 11:08..
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Old 2013-01-04, 15:14   #62
Kevokpo
Default Re: [Map] Umm Qasr (4km) [WIP]

has the file been removed? I can't download it D:
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Old 2013-01-04, 21:32   #63
pr|Zer0
Default Re: [Map] Umm Qasr (4km) [WIP]

Seems the host deleted the files. Nvm..Updated.
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Old 2013-01-04, 21:42   #64
Onil
PR Tournament Management
Default Re: [Map] Umm Qasr (4km) [WIP]

Yeah seems that the download link doesn't work anymore.
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Old 2013-01-04, 21:46   #65
pr|Zer0
Default Re: [Map] Umm Qasr (4km) [WIP]

It does now.
Small update: STD flag sequence layout on 1st page
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Last edited by pr|Zer0; 2013-02-07 at 16:49..
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Old 2013-02-27, 17:44   #66
pr|Zer0
Default Re: [Map] Umm Qasr (4km) [WIP]

I run into serious problems with lightmaps.
As per this post, and I want to continue the discussion here, I have a great number of lightmap atlases after finished LM'ing on final.
Following the discussion with Rhino in the above post, I drastically reduced the number of destroyables(from 190 now are 97( doors, gates) and also removed a huge number of afghan statics which helped me creating some of fallujah( or gaza) style kind of 2 store houses.

Uploaded with ImageShack.us
Number of static object decreased from 6789 objects to 5735 objects ( there are still some of afghan statics present on the map) and therefore the number of lightmap atlases went down from 170 to 130.
130 LM atlases is still quite a lot considering that all of them needs to be loaded into clients RAM.
Im out of ideas on how to decrease the number of atlases down to an acceptable number, like 80 or so. Its been like 3 days of continous work on trying to optimize the statics and no avail.
Do I have to remove ALL afghan statics(buidings, walls and so on) ?
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Old 2013-02-27, 17:55   #67
[R-DEV]Mineral
PR:BF2 Lead Designer
Supporting Member
PR Server License Administrator

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Default Re: [Map] Umm Qasr (4km) [WIP]

The only reason my simple brain can find is that you have an extreme amount of super large statics that use up most of the the atlases? And quite possibly buildings with destroy-able versions of them? Try to open the atlases and figure out which buildings are taking up so much room. Goose green has about 700 objects and 9 atlases. Of which most are taken up by the house_dest series. That's all I can tell from my own experience .

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Old 2013-02-27, 23:03   #68
Rudd
Retired PR Developer
Supporting Member

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Default Re: [Map] Umm Qasr (4km) [WIP]

Open your lightmaps folder and arrange the files by size, look at which objects may have lightmap files that are larger than they may need.

There are certain objects you can probably get away with not having lightmaps if your sky.con doesn't highlight them too much, like cablepoles.


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Old 2013-02-28, 06:17   #69
pr|Zer0
Default Re: [Map] Umm Qasr (4km) [WIP]

[IMG] Uploaded with ImageShack.us[/IMG]

Should i try to replace some of these objects which have a big LM size?
How do I know which size SHOULD they have?
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Old 2013-02-28, 06:26   #70
Rhino
Retired PR Developer
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Default Re: [Map] Umm Qasr (4km) [WIP]

http://img600.imageshack.us/img600/9...0227165350.png

The 2 story building is part of the Afghan v1 series, a dest object (they do have non-dest versions, but still have wreck models that require LMs) and are being phased out of the mod, so you shouldn't use them.

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4km, map, qasr, qasr4, scrapped, umm, wip

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