Author Topic: Berlin  (Read 21515 times)

Offline LuckyOne

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Re: Berlin
« Reply #210 on: 15-11-2018, 07:11:32 »

That towable PAK40 became available since the last patch if I remember correctly.

Wait, what? I thought the consensus was that it can't be done at all! :O

Anyway nice map, can't wait to see it finished!
This sentence is intentionally left unfinished...

Offline Matthew_Baker

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Re: Berlin
« Reply #211 on: 15-11-2018, 16:11:49 »
We don’t have towable Pak40s

Offline Flippy Warbear

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Re: Berlin
« Reply #212 on: 15-11-2018, 16:11:03 »
524 unique objects is "a bit" rough.

Offline blander

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Re: Berlin
« Reply #213 on: 15-11-2018, 16:11:07 »
Well, the towable PAK works. Perhaps it´s CMP´s?

Unique objects number can be decreased, for sure. Total number of statics too. Lets see what the performance is like first.

Offline GeoPat

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Re: Berlin
« Reply #214 on: 17-11-2018, 07:11:32 »
The towable pak is in FH2.  It's just not on a map maybe.

fh2\objects_vehicles_server.zip\Vehicles\Land\DE\sdkfz7\sdkfz7_pak40

I think there is a Bedford QLT with a 6 pdr in its bed too.  They've both been there for years. 

IIRC they are less buggy than most CMP stuff but maybe too buggy for FH2 to actually put it on a map.
MAybe they were on Aberdeen or some other discontinued map.

Offline Jimi Hendrix

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Re: Berlin
« Reply #215 on: 17-11-2018, 15:11:26 »

The street layouts are not historically accurate at all. I just made a mix of many reference pictures and tried to create different gameplay possibilities across the different sectors of the map. In short, many areas of the map are "based" on real pictures, the rest are completely fictional.

Copying a real place in a 1:1 scale would have been bad because:

1. Inappropiate statics
2. Limited gameplay possibilities
3. Lack of mapping skills

 Yeah i see what you mean. Due to the enormous size of the city of Berlin, i always envisioned a map based off a sector of Berlin, say "The Brandenburg Gate" area.



 However im sure nobody in ANY gaming community has ever made a static of the gate.

 ;)



Offline blander

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Re: Berlin
« Reply #216 on: 24-11-2018, 04:11:48 »
I tried to lightmap on low quality. It worked on half of the objects and then crashed. I tried to resume the lightmapping but it crashes. These are the last debug lines before crashing:

D:\bf2editor\Code\BF2\RendDX9\TextureManager.cpp(471): Failed to create dx texture. Created from code. Invalid call
Creation parameters:
Width: 2
Height: 2
Depth: 1
Format: D3DFMT_DXT1
Miplevels: 0
Usage: 0
D:\bf2editor\Code\BF2\Geom\LightmapGeneration\MeshLightSampling.cpp(162): Failed to create conversion texture

How can I find the problem?

Offline blander

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Re: Berlin
« Reply #217 on: 25-11-2018, 10:11:01 »
We will probably have a playtest on a russian server next sunday 19:00 UTC.

I will make some sort of announcement with a download link for anyone that wants to join.

Offline kutuzovrusss

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Re: Berlin
« Reply #218 on: 25-11-2018, 13:11:08 »
ok

Offline blander

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Re: Berlin
« Reply #219 on: 26-11-2018, 22:11:19 »

Offline Matthew_Baker

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Re: Berlin
« Reply #220 on: 26-11-2018, 23:11:54 »
Hey I made those lightposts :D

was that the buggy lightmap culprit?

Offline blander

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Re: Berlin
« Reply #221 on: 26-11-2018, 23:11:35 »
Yeah? They are great. Haven´t they been used in a map before?

I changed a bit that pacific building´s texture to make it somewhat different. Still a WIP.

Offline fighterpil

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Re: Berlin
« Reply #222 on: 26-11-2018, 23:11:47 »
Looking great! I'm assuming the lighting will be added on later when the map is finished?

Offline blander

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Re: Berlin
« Reply #223 on: 27-11-2018, 02:11:59 »
I´m struggling with lightmaps at the moment. That´s why I want to have a playtest, to make sure all statics are final so I can focus heavily on fixing lightmap problems and forget about adding/removing/moving statics.

Once that is done I´ll work on textures and sounds. I guess the map will be finished around january/february.

Offline blander

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Re: Berlin
« Reply #224 on: 30-11-2018, 01:11:22 »