Forgotten Hope Public Forum

Forgotten Hope 2 => Modding => Topic started by: blander on 25-02-2018, 06:02:01

Title: Berlin
Post by: blander on 25-02-2018, 06:02:01
Hello!

I started to learn how to map about 2 weeks ago, now I kicked off with a Berlin map. It´s in its very early stages.

It will have push mode, with 4 sectors to attack/defend, probably 2 flags each. I intend to create a Pantherturm with the existing Panther turret model and replace the french building sign textures with german ones.

I´m thinking about this vehicle loadout:

1 IS-2
2 T34-85
1 SU-152
1 Katyusha (after capping first sector)

1 King Tiger (after losing first sector)
1 Panther (after losing first sector)

Any suggestions are more than welcome, beta-testers also!

(https://cdn.pbrd.co/images/H9e6PNe.jpg)

(https://cdn.pbrd.co/images/H9eeqkQ.jpg)

(https://cdn.pbrd.co/images/H9eeHOJ.jpg)

(https://cdn.pbrd.co/images/H9eeSyou.jpg)
Title: Re: Berlin
Post by: Seth_Soldier on 25-02-2018, 11:02:18
Remember not to do too much art (placing small things, creating complex defensive position ike trenches etc ...) but rather focus on a first gameplay version with raw building placement and provide a global idea how you want it to be played
(very difficult because players often can ruin you gameplay if you didn't think about every exploit possible)

Also remember what kind of ww2 experience you want your player to feel. You must unconsciously force them to experiment it and avoid them to break it with unrealistic/stupid behaviour.

If you can't reproduce a real location, it's fine. What is important is the ww2 feeling and the right content used.

From your first screenshot, i guess you want to go for the streets fights.
Some of my feelings about street fights are :
Quote
large deadly street dominated by german tank :
 - deadly for the infantery
 - long distance tank battle
- easiest way to advance if soviet succeed to destroy german tanks

These large deadly road could force the player to use parallel small deadly street (only one tank large), or it could be the next sector after the large street (this way, your gameplay can radically change each sector):
- deadly for tank without infantery
- panzerfaust fest (<- you must be carefull where you place open building and clise building - think about ramelle)
- infantery fight will be the most important.
- narrow street increase the action
- if the street aren't narrow to one tank, then place obstacle so only a tank can maneuver 1 at a time.

The beginning of the map should be relatively easy for the soviet. But the last sector should be a meat grinder.
Soviet get artillery.
German can have a nice mix of poor infantery class (carcano, obsolete stuff) and excellent class (stg44).
The map could be someting like 1st sector = berlin outskirt or openfield garden, 2nd sector = large street, 3rd sector = narrow street

Good luck !
As i often say, it takes 20% of the total time to create 80% of a map.
But you need 80% the total time to finish it !
Title: Re: Berlin
Post by: Slayer on 25-02-2018, 14:02:00
Ambitious project :)

First thought: 4 sectors with 2 flags each: too much (unneeded complexity, esp for a first map). Focus on less sectors, for instance 3 with 2 flags each.

Second thought: what Seth said. Place yourself in the biggest troll out there and try to abuse every aspect of your map, then think about solutions to prevent it.

Last thought: like I said, ambitious project, but it'd be nice if it will be finished. I wish you a lot of stamina!
Title: Re: Berlin
Post by: blander on 25-02-2018, 23:02:52
I read the recommendations about mapmaking. The thing is, some times I just mix up the steps, not to get too bored or saturated of one task. Some times I place roads, other times I place buildings, fix exploits, add art, place buildings, modify textures and height, etc.

I don´t want to reproduce a real location. Instead, some parts of the map (like the first screenshot) will have similarities with real photos, all over the map. So it will look like Berlin to some degree.

The general infantry/tank balance idea would be that the only way the russians could effectively advance through the streets is with tank support on the front, which I want it to be a constant factor. What will change, from sector to sector, is what the germans have to deal with the soviet tanks. In some parts only faust/explosives/schreck, other sectors AT guns and tanks. View distance is set to high for long range combat.

I thought about the idea of obsolete weapons. Maybe the main kits (K98, StG44) could be limited, so a few people would be forced to use volksturm weapons.

It´s too late to make an outskirt sector. Kickoff for the russians is the first screenshot. It has 3 streets, connected in some points. The germans have a fixed 88 and a movable Pak40. Quite little to deal with 4 heavy tanks, but that´s the whole idea.

I have the whole map layout on paper, the next sector would be an open square, used as an AA site for the germans (based on real photo).

The 3rd sector should have a main very wide street and a Pantherturm at the end of it (based on real photo). I´m also thinking about modding a static Tiger I simulating it has no fuel, only turret usable. This sector should feature a long range tank/arty engagement.

The last sector should have very narrow streets, a total meat grinder.

It is an ambitious Project indeed. The initial idea of 4 sectors might be too much as you say, I´ll see how it goes as I create it, I hope I can include all 4. I do check every possible abuse regularly.

Thanks for your comments and keep it coming, everything helps!
Title: Re: Berlin
Post by: Slayer on 26-02-2018, 00:02:05
High viewdistance is for flying. I assume you don't have planes on this map planned (and otherwise I advise you now to not put them on), so I'd lower the viewdistance.

Not only is medium enough for urban tank combat, but it will also prevent your map from lagging like hell. All visible objects will need to be generated, so with medium you will have less of those, improving the performance of your map. Closed buildings also improve the performance, so don't put too many open buildings in (a frequently made mistake by - starting - mappers).
Title: Re: Berlin
Post by: blander on 26-02-2018, 01:02:42
There will be no planes here. The viewdistance is on the limit where you can see from one end to the other of the longest street. I know it increases lag, but otherwise tank combat would be too limited. As a general rule I used closed buildings as default. Then I replaced them with open ones only where I need them, to provide cover for the advancing/defending troops. I placed a zig-zag pattern of closed and open buildings on both sides of the street around the hot areas.
Title: Re: Berlin
Post by: blander on 02-03-2018, 05:03:25
I have a question: what do I have to do to replace an existing texture with one I made myself? For example, some buildings I used have french ads, I want to replace the original texture files and put german ads instead. Where should I place the files? How do I route the static to the new texture file?

Maybe I have to make a new static and add it to the map folder, all the same but just with a different texture?
Title: Re: Berlin
Post by: Roughbeak on 02-03-2018, 17:03:47
Hi, this is called texture suffixing.

For an example in "Objects\StaticObjects\France\textures\" there is a texture called "france_propaganda_c.dds." As you can see there are some additional textures with suffixing including "_brest" and "_phl."
Perhaps, a mapper can explain this better than I can, but in order for the suffixes to work, a map's "Init.con" file needs to contain the characters such as "_brest" or "_phl" in the appropriate code spot.

For an example what I mean in the Init.con file:
Code: [Select]
if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix "brest"
else
texturemanager.customTextureSuffix "brest"
endIf

In your case, you could make it as "berlin" (along with your new "_berlin" texture suffix). Hope this helps! :)
Title: Re: Berlin
Post by: blander on 03-03-2018, 02:03:19
Thank you, I will look into it!
Title: Re: Berlin
Post by: Jimi Hendrix on 03-03-2018, 05:03:05
 Berlin was a HUGE battle. Impossible to duplicate in a FH2 map.

 You should narrow your focus on a particular sector of the battle.


I hear Forgotten Hope: Secret Weapon has a Pretty nice Reichstag static that could be ported over to FH2.

http://www.moddb.com/mods/forgotten-hope-secret-weapon/images/fall-of-berlin


 ;)
Title: Re: Berlin
Post by: blander on 03-03-2018, 06:03:59
Oh man that looks nice but I already have to figure out lots of stuff, I did not expect to replicate a real place, I would have to start the map from 0 using a 1:1 scale to include the Reichstag.
Title: Re: Berlin
Post by: nysä on 04-03-2018, 14:03:48
Agreed on the panzerfausts and non-static Pak 40(s). Not too sure about the fixed 88, it would be always easy to wipe out from a distance, this would also apply to the Tiger I since it also opposes no threat to heavier Soviet tanks, esp. when facing head-on (IS-2's frontal armour is impenetrable).
Few Panzer IV/70(V) were used to defend Berlin, that might be suitable due it's low profile and rare appearance of the vehicle. Even one "Stuka zu fuß" might work well, considering it as a balance factor and the fact they were there.

(http://wofmd.com/wp-content/uploads/2016/07/Stug_IV_in_Berlin.jpg)
Title: Re: Berlin
Post by: blander on 05-03-2018, 06:03:36
The only tank (in the map) that cannot be touched from the front by an 88 is the IS-2, besides the map design allows for German infantry to reach the tank before it gets in range of the first 88. In addition, the IS-2 driver might decide not to go through the main street where the 88 is. That´s were the strategy and human factor kicks in.

There were of course different kinds of German tanks in Berlin. I do not want to place more than 2 though to generate the feel of being low in tank numbers compared to the russians. Which could those 2 tanks be... I don´t know yet. Maybe I could just go for the ones that are more rarely used in the whole FH2 map pool. The Stuka zu fuß is a possibility too, though I initially thought of giving the germans no artillery at all, to simulate the same feel as with the tanks.

The idea about the static Tiger I was to simulate the lack of fuel, the tank to be used could be a different one.

It is important to make a decision about what tanks will the germans have. Now I started to make the 2nd sector where german armor gets into battle. The design of the map should make it easier for the german infantry to defend if they only had lets say a Jagdpanzer IV and a StuG III as tank force. But if instead of that a Tiger II and a Panther were the tanks available then I should change some things in the map.

Thanks for all the help and feedback, looking forward to making an enjoyable map!
Title: Re: Berlin
Post by: nysä on 05-03-2018, 10:03:52
The idea about the static Tiger I was to simulate the lack of fuel, the tank to be used could be a different one.

Liking the idea. Maybe placing the Tiger behind some obstacle/another tank wreck would give it a bit more protection, similar to the one at Altonaer Straße:

(http://i2.tinypic.com/v8hgrp.jpg)

Absolutely agree on using more unique AFVs on the map, incl. "ad hoc" solutions or those that were not necessarily the latest or most efficient types. Sd.Kfz.251/22 and Sd.Kfz.234/4 (vehicles that we don't have ATM) were both very common in Berlin and in urban fighting scenario they'd probably function better than a non-static Pak 40 in terms of agility, speed. Anyway, looking forward to updates on this map  8)
Title: Re: Berlin
Post by: blander on 05-03-2018, 16:03:19
I will take the idea of that picture. I saw those debris barricades on other pics and I replicated them already. I will soon post some pics, though the art is rough still, but that doesn´t matter much at this point of the map. Now I´m focusing on finishing the last touches of the balancing of the first sector.
Title: Re: Berlin
Post by: blander on 07-03-2018, 01:03:53
What if I also modified the sound files of the tank ammo selection and reload to include voices like "load HE" and "loaded"? I wonder if the FH2 devs ever considered that and dumped it for practical reasons.
Title: Re: Berlin
Post by: jan_kurator on 07-03-2018, 10:03:29
how is that related to the map? I doubt devs ever considered such thing for a simple reason: there are no voice commands for that in 8 languages used in FH2.
Title: Re: Berlin
Post by: blander on 07-03-2018, 12:03:06
Just another minor detail that comes to my mind and that I guess I can easily implement. I will just need 2 languages here and they don´t need to match the mod´s voices.
Title: Re: Berlin
Post by: blander on 08-03-2018, 04:03:51
(https://i.imgur.com/bneAasj.jpg)

(https://i.imgur.com/7sr6MUE.jpg)

(https://i.imgur.com/3rQ1m4C.jpg)

(https://i.imgur.com/aFpYANz.jpg)

(https://i.imgur.com/uOozxD7.jpg)

(https://i.imgur.com/HOcLhro.jpg)

(https://i.imgur.com/bmlPntj.jpg)

(https://i.imgur.com/fuwAVpa.jpg)

(https://i.imgur.com/8bVBeJ3.jpg)

(https://i.imgur.com/dtPzD4z.jpg)

(https://i.imgur.com/LELrxYK.jpg)
Title: Re: Berlin
Post by: nysä on 08-03-2018, 08:03:09
Looking good already. Grey Flak is a nice touch  :)
Title: Re: Berlin
Post by: Ts4EVER on 08-03-2018, 09:03:23
AFAIK wrong though for 1945.
Title: Re: Berlin
Post by: nysä on 08-03-2018, 10:03:42
You could say the same thing about the half of German equipment left in April 1945. Sure, there were probably more Flak 36/37 in use, but visually it's pretty close match and it blends in with the overall grey-ish tone of the map.

(https://media.gettyimages.com/photos/un-gi-assis-sur-un-canon-antiarien-allemand-le-reichstag-en-dtruit-picture-id690437294)

(http://farm7.staticflickr.com/6157/6188891188_989251038a_b.jpg)
Title: Re: Berlin
Post by: GeoPat on 08-03-2018, 17:03:58
Looks great!
Make sure to chew up that nice little park a bit.
We can play test it during the scrim of the next campaign, maybe.
Title: Re: Berlin
Post by: Matthew_Baker on 08-03-2018, 18:03:27
The screens etc... are nice to see, but do you have a minimap that you can show? Something that shows the overall gameplay layout and how the player will move through the city and sectors?

Like this;
(http://forgottenhope.warumdarum.de/screenshotsfh2/news/devblog/Prokhorovka/prok_blog_3.jpg)
or this;
(http://i.imgur.com/tcdFQEM.png)
Title: Re: Berlin
Post by: blander on 08-03-2018, 18:03:00
Alright will change the Flak color then.

The green area is the second sector of the map which is completely raw, it has no detail at the moment.

To be honest I didn´t learn how to generate the minimap yet. Is it easy to do?

I still have to figure out how to re-texture town signs and how to make the static Tiger and Pantherturm. Right now I just want to finish at least the first 2 sectors of the map, I want to test it with players and check out the general balance.

About the map´s greyish look, the skybox and lightning are just test, I will look into that much later, don´t really care for the moment.

Thanks for the feedback!
Title: Re: Berlin
Post by: Matthew_Baker on 08-03-2018, 18:03:05
With your map open in the level editor go to the Editor>General Bar on the right, click on the generate button, to get a very basic minimap.

Sometimes you have to go to the bottom tab and run the scripts:  minCulldistance 2000 and noLods 1 if certain buildings etc... don't show up
Title: Re: Berlin
Post by: nysä on 08-03-2018, 20:03:35
Alright will change the Flak color then.

Nooooo..  :o Not complaing about the colors at all. Greyish theme would be realistic, since the spring of '45 was rather cold (with a dull sun) as you can see in this picture from Berlin:

(http://c7.alamy.com/comp/DKYWNA/soldiers-of-the-german-wehrmacht-are-taken-as-prisoners-by-the-red-DKYWNA.jpg)
Title: Re: Berlin
Post by: Matthew_Baker on 08-03-2018, 20:03:35
I think he’s talking about the dunkelgrau flak gun. TS pointed out it should be dunkelgelb since the Germans switched to that as their base paint color in 1943.
Title: Re: Berlin
Post by: nysä on 08-03-2018, 21:03:18
True, but if you look at the pictures from 1944-45 you will notice many of the German A.A. guns (from Flakvierling to Flak 40) were still in grey, even the ones mounted on otherwise camouflaged vehicles.

(http://c7.alamy.com/comp/BBNAGN/events-second-world-war-wwii-russia-1944-1945-german-88-mm-anti-aircraft-BBNAGN.jpg)
Title: Re: Berlin
Post by: Matthew_Baker on 08-03-2018, 22:03:23
I wouldn't say "many." It's certainly possible to have a dunkelgrau flak gun that survived until the end of the war, but I'd say that the vast majority of them would've been dunkelgelb by that point. Considering the directive went out in February of 1943, there's a much higher chance that a flak gun in '45 would've been created after that time.

It's also hard to judge B&W images when it comes to color. Lighting, contrast etc... can all effect how they look. The one that you posted in front of the Reichstag looks dark;
(http://vn-parabellum.com/images/battles/berlin/reichstag-defence-12.jpg)

while other photos look light;
(http://vn-parabellum.com/images/battles/berlin/berlin-place_9_17.jpg)
(http://vn-parabellum.com/images/battles/berlin/reichstag-defence-26.jpg)
(http://vn-parabellum.com/images/battles/berlin/reichstag-defence-29.jpg)
(http://vn-parabellum.com/images/battles/berlin/reichstag-defence-22.jpg)

It's also good to keep the 88 the same color as the pak40s etc... that are being used.

If the map is about a specific unit in Berlin, or a specific sector where there's evidence of dunkelgrau being used, then that would justify going against the status quo. But in general, dunkelgelb would've been much more common.
Title: Re: Berlin
Post by: blander on 09-03-2018, 00:03:32
Quote
With your map open in the level editor go to the Editor>General Bar on the right, click on the generate button, to get a very basic minimap.

I don´t find the generate button. I haven´t investigated at all about the minimap generation. Unless it´s something easy I don´t want ot waste too much time on it since not even half of the map´s main layout is done. I expect to finish that this week.
Title: Re: Berlin
Post by: nysä on 09-03-2018, 08:03:54
Putting any type of applique armour on the AFVs was also strictly forbidden, but how many units followed this order? German High Command was busy giving all types of nitpicking directives even late as April '45, but not too many cared to follow any of them.

Anyways, Flak(s) you posted are not all the same, unless someone re-did the killrings and moved the position for (almost) each single shot. Majority of Berlin's Flak equipment area was already set (in reserve) between 1940-42, after the bombing campaigns lauched by the RAF. But sure, lets go camo or better yet, ambush camo on everything   :)
Title: Re: Berlin
Post by: GeoPat on 09-03-2018, 14:03:05
The "generate" minimap button is "show".  It's under minimap near the bottom of the right hand side menu.

Don't worry about your flak gun color at this point in your map.  That stuff is so easy to change at the last minute.  You wont finalize it until after a good play test.  Someone can help you make custom textures if you need it.
Title: Re: Berlin
Post by: blander on 09-03-2018, 17:03:57
I thought that minimap would appear in-game but it doesn´t, its only in the editor. I guess I can take a screenshot from the editor so you can have a look.

I just extracted all the CMP files and was glad to see that they have a lot of great statics, now I have a wider set of buildings to place, the map is looking much nicer now since it was getting too reppetitive. I think no other map so far has so many clumped up buildings like this one.

I guess I will figure out how to make the textures and the new vehicles I need since I just need to modify existing stuff and I´ve done this in FH1. Nevertheless it would be great if somebody wanted to help me with that so I can finish the mapping faster.

The textures I need are:

- Replacing all existing french signs with german ones (ads and such things on buildings).
- Modifying other signs to make them unique for this map and sticking them to specific buildings around the map (Hotel, Restaurant, etc)
- Just a few building skins could have different touches to make them unique.
- Minor details to german and soviet vehicles.
Title: Re: Berlin
Post by: blander on 09-03-2018, 21:03:39
Buildings on the top left are not showing but you get the idea. Note you have to scroll right to see the whole pic.

First part has 3 long streets to go through, connected together in some points.

Second part has short streets, it´s gonna be more difficult for the tanks to survive there. There is also an anti-tank ditch and tank blockers. As a tanker I would sit on the open green part and soften up the first line of german defense. As russians conquer the first sector german tanks should spawn at the other end of the map. They should reach the second sector if the infantry manages to hold it long enough.

(https://i.imgur.com/2a22JHR.jpg)
Title: Re: Berlin
Post by: GeoPat on 09-03-2018, 21:03:22
You have to rename the minimap "ingamemap" and then move it to your HUD/Minimap folder manually.
For the final version, follow some of these instructions to make it look great:
 http://www.realitymod.com/forum/f189-modding-tutorials/31987-how-make-perfect-minimap.html  Then compress it DXT1, I think.
Title: Re: Berlin
Post by: Matthew_Baker on 09-03-2018, 22:03:08
A little more in-depth about the minimap; when you click the 'generate' button it makes a file called minimap.dds in C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\fh2\levels\(your_map_name)\Editor.

That's what I wanted to look at to get a better overview of the map, but the screenshot helps :)

To make that minimap show up in game you need to take that minimap file and copy it to your HUD/Minimap folder and name it ingamemap.dds. All the rest of that stuff in the PR tutorial is kinda when the map is finalized, a basic minimap is fine for now.

EDIT:
I took a look at the layout and I'm glad you have a nice plan going :) just a few notes that might help you as you develop;

Designing Forgotten Hope 2 Maps (http://fhpubforum.warumdarum.de/index.php?topic=21296.msg350358#msg350358)
This is a nice write up TS did about sector push gameplay design. It's helpful to keep those things in mind as you map.

Also, considering an urban map like this, keep in mind other FH2 urban maps (the good and the bad) and take lessons about what works well (and what doesn't :D)

For example; Battle of Brest also has 3 main 'routes' into each flag, but those routes tend to get crowded with 100 players on a server and makes for very meat grinder/ stagnant gameplay.

Fall of Tobruk on the other hand is another example of an Urban map that is a bit more open and the gameplay flows a little better.

You've already got your 'sectors' laid out which is good. Keep those in mind as you map and how the map should progress. Most professional maps have a 'narrative' where each Sector is categorized by a certain 'theme' or 'feel.' That makes the map dynamic and fun for the player to progress through. for example Seelow has the player fighting through the flood plains in the first sector, the ridge/ trenches in the second sector and the destroyed town in the third (St Vith has a nice narrative too).

You don't have to think too much about specific buildings or adding detail statics just yet, but it's good to keep in mind your 'narrative' (i.e. first sector is ruins, second sector is fighting over the open square or whatever)

It's good to start by just placing the major statics at this point to get an idea for how the player will move through the map so I wouldn't worry about building textures or vehicle textures etc... just yet.

Good stuff! :D
Title: Re: Berlin
Post by: blander on 10-03-2018, 02:03:46
So much design reading got me dizzy. Will this be a meat grinder? Well, to a degree, yes. If the situation turns out to be unbareable I planned to just keep all building placements but move/remove flags and spawnpoints. That´s the main way I have here to balance the map after testing with players.

Since this could become a grenade fest I will probably limit grenade kits, at least on the german side. I tried to place open buildings in a way the defenders should have to occupy them all and the attackers would have to clear every house as they advance.

Maybe the map is already needing some testing, I wouldn´t like to add more art and details if say another street needs to be added to decompress the meat grinder.
Title: Re: Berlin
Post by: Slayer on 11-03-2018, 00:03:41
I'd love it if you wouldn't limit grenade kits per se, but solve it by limiting the number of grenades per kit (one instead of more than one), and make it hard to rearm them at an ammo point.
Title: Re: Berlin
Post by: blander on 11-03-2018, 00:03:55
I thought about having the main rifle kit without any grenades to simbolize the supplies and ammo shortage. It could also be limited to 1 grenade per kit as you say, I guess it needs testing with actual players to see what´s best.
Title: Re: Berlin
Post by: blander on 11-03-2018, 09:03:17
I made the second sector a bit bigger for more flanking. Here are some raw pics.

First flag:

(https://i.imgur.com/esvVW1z.jpg)

Approaches:

(https://i.imgur.com/rH2WsVt.jpg)

(https://i.imgur.com/IWbh1w4.jpg)

Second flag (will probably become a hospital):

(https://i.imgur.com/cmAF57S.jpg)

(https://i.imgur.com/ms8ncW1.jpg)

(https://i.imgur.com/2pNwcxm.jpg)
Title: Re: Berlin
Post by: Slayer on 11-03-2018, 17:03:15
Looking good there, but it's still a bit sterile (esp the last two). I assume you're gonna add details to make it more "alive" as soon as gameplay is finished?

The houses on the first one look superbright, but I guess you'll be able to fix that with lightmaps.

Make sure you upload it here when it's finished so we can test it ingame :)
Title: Re: Berlin
Post by: blander on 12-03-2018, 07:03:10
I´m working on those details now... at least until I figure out what to do for the third sector. I thought about a river crossing but the bridge could end up being a new Ramelle, which I don´t want. Maybe it could be just for the looks, with no real fighting on it.

I guess it will take me 4-5 months to finish it 100%.

I can upload it whenever testers are available. Sector 1 and 2 are playable right now.
Title: Re: Berlin
Post by: GeoPat on 12-03-2018, 16:03:21
If you really want a good test, have something playable in time for the opening of the next CMP campaign.  We can get you 40-80 players, depending on whether we put it in the scrims or just an opening day event.
Title: Re: Berlin
Post by: blander on 12-03-2018, 16:03:59
Where can I get more info about the CMP campaign? I need to speak to someone in charge of getting the maps set for the server and for distribution among the players. I suppose it´s done via Community Updater, right? How can I get to talk with those guys?
Title: Re: Berlin
Post by: GeoPat on 12-03-2018, 16:03:48
Go to the website https://cmp-gaming.com/ and join their Discord or just post on the website.  I'll talk to them about adding you to the Dev team.
Title: Re: Berlin
Post by: GeoPat on 12-03-2018, 17:03:41
re-login at CMP and you should have access to the Development section now
Title: Re: Berlin
Post by: Slayer on 12-03-2018, 20:03:26
If you really want a good test, have something playable in time for the opening of the next CMP campaign.  We can get you 40-80 players, depending on whether we put it in the scrims or just an opening day event.
That would be great for balance related stuff. If you need testing to see if the map works OK when it comes to memory usage, static placement, etc. then just upload it here so we can download it and try it out. For balance you would need a lot of players, for the other stuff not. There would smaller numbers be better actually, because the other players would simply distract too much from the testing.

For third sector I'd advise to do something simple, as the attacking team has to work through two sectors before they get there. So a bridge crossing would indeed be a bit much. Maybe a huge building in which they have to capture both the basement and the upper floors would work, or two different buildings opposite each other on a square or something.
Title: Re: Berlin
Post by: RayderPSG on 12-03-2018, 22:03:33
Where can I get more info about the CMP campaign? I need to speak to someone in charge of getting the maps set for the server and for distribution among the players. I suppose it´s done via Community Updater, right? How can I get to talk with those guys?

Blander, en la página cmp-gaming.com! Ya estás registrado de hecho jaja. Ahí hay mappers y demás, habla con ellos.
Title: Re: Berlin
Post by: blander on 12-03-2018, 22:03:26
Double post
Title: Re: Berlin
Post by: blander on 12-03-2018, 22:03:54
Thank you! I will look into that. Gracias Rayder!

I have 2 sectors left to make, I thought that one could have a wide street or boulevard (Unter Den Linden stylish???) to have a less claustrophobic battlefield. It could include more open spaces like a square as you said, Slayer.

I wanted to save the huge building flag for last, but it could be done in the third sector. If that is the case, I have no idea of what to do (different) in the fourth sector. I have to take into consideration that all sectors have to be at least relatively tank-friendly. If I make a flag where tanks play no role then the logic says tank drivers would ditch them as soon as they get to the infantry-only area. The flag has to be made in a way that tanks can participate, even if they can´t get into the flagzone themselves. I did this in the first sector but it would be harder to do in a huge building. Maybe it could be layed out in a way that russian tanks still play a role cutting off german respawning players attempting to get into the flag building.

I would love to replicate a real place but it wouldn´t look good since I lack the specific statics.

All ideas are welcome to improve the map!
Title: Re: Berlin
Post by: Slayer on 12-03-2018, 23:03:37
Oh right, you have four sectors. Sorry, I still thought from the three sectors perspective ;)

You could bind the tankspawns to the second sector so that as soon as it's lost, they won't respawn: problem solved.

Title: Re: Berlin
Post by: blander on 13-03-2018, 00:03:26
It is indeed a good idea, but it is the opposite to what I planned. I expected to have a tank-to-tank battle around the last 2 sectors. I expected it to work the opposite way, the more the map progresses, the more vehicles become available.

This is what I have in mind so far for soviet tank/arty loadout:

* 1  IS-2
* 2  T-34/85
* 1  SU-152
* 1 Katyusha (after capping 1st sector)
* 1 T-34/76 (after capping 2nd sector)
* Maybe more arty for balance

German loadout:

* 1 Panther G (after losing 1st sector)
* 1 Tiger II (after losing 2nd sector)
* 1 Nebelwerfer at 2nd sector
* Multiple PaK40 and 88mm Flak
* Static Tiger I and Pantherthurm
* Maybe a Stuka zu Fuß if necessary for balance

There will be no wrench kit. Once static guns are destroyed there is no coming back to life. Tanks and other vehicles will have a long respawn time. The idea is to have players play smart and not waste the equipment. That´s an important flaw I find in some maps. I will also remove SL spawns. Distances are not long so there will not be too much boring running times, it´s all about playing smart and as a team, that is what I want to encourage.
Title: Re: Berlin
Post by: FHMax3 on 13-03-2018, 10:03:31
I don't think a T-34 76 is needed.
Title: Re: Berlin
Post by: Slayer on 13-03-2018, 16:03:11
It is indeed a good idea, but it is the opposite to what I planned.
OK, it's your map ofc, so go ahead :) It's just a bit more ligical that if you fight yourself into a trwon's center, that it becomes more and more an infantry fight and that tanks should play less and less of a role. Think of it as outskirts - suburb - quarter - town center. Most vehicle traffic in peacetime would be in outskirts, and like in peacetime, vehicles have more trouble driving around in town center. So, that's my chain of thoughts, but it's all a matter of opinion of course.

There will be no wrench kit. Once static guns are destroyed there is no coming back to life. Tanks and other vehicles will have a long respawn time. The idea is to have players play smart and not waste the equipment. That´s an important flaw I find in some maps. I will also remove SL spawns. Distances are not long so there will not be too much boring running times, it´s all about playing smart and as a team, that is what I want to encourage.
I understand, but most players will not play smart, just take a look at an average public round. Not having a wrench might look like a nice plan, but it will cause frustration: players expect that they can repair static guns, vehicles and what not. Maybe try to encourage smart gameplay in different ways, so that you don't force them.

Same goes for SL spawn btw. I think you should try and finish the map first with all the "normal" gameplay properties of FH2, because that way it can be easily seen if things work out or not. After that you could try and experiment on things, like no SL spawn. If you do it rightaway, there is little to compare it to, and then the testing will be a little obsolete and just based on gut feelings.
Title: Re: Berlin
Post by: jan_kurator on 13-03-2018, 18:03:51
^ this.

You need to remember that when creating a map, especially your first map, you should accomodate to the mod and existing gameplay mechanics that come with it, not the other way around. That means your map supposed to work within the mod without any changes, especially to basic mechanics like SL spawn etc. Otherwise we are not talking about mapping here anymore, but about creating a minimod, so keep it simple.

Also note, that changing gameplay mechanics to YOUR LIKINGS, but only map side is probably not the best idea because, gameplay for the most part is, and should always be global (affect mod as a whole), and due to that fact, be well known and easily understandable by ALL players in game. Any deviation from that will be unclear, confusing or frustrating at least to some people and you don't want that. Not to mention that it is a simple matter of taste. You like when people play smart, others like to just run n' gun. A good map should satisfy them all.
Title: Re: Berlin
Post by: blander on 15-03-2018, 00:03:25
The outskirts - suburb - quarter - town center is a nice setup for the map but since I started out with lots of tall appartments it´s already too late to go for that, unfortunately I didn´t think of that when I started the map.

I can leave the SL spawn but I am definately limiting the wrenches, maybe even just to a few pickups. Think of Ramelle. A guy sitting on the Tiger spamming F2 F3 F4 to dodge bullets like in Matrix while repairing a tank on the move in the middle of a fight in a clogged up street? I don´t want that for my map. It´s not about my likings, it´s about avoiding exploits.

About the T34 76, I saw a picture with one in Berlin. It´s just an idea, nothing final.
Title: Re: Berlin
Post by: GeoPat on 15-03-2018, 05:03:29
I wouldn't worry too much about the gameplay and loadout stuff too much right now.  Just get your map looking good.  That stuff is pretty easy to change when the time comes.
I don't know if you have figured it out yet, but there is no way the FH2 Devs are going to take and release your map in the official mod, so you should consider what will become of it.  Your only real hope is to get it released by the custom community.  It may end up in a tournament.  It might end up getting nav-meshed for single player.  And it might end up released as a pubby map in the CMP map pack.  In each case, you would have different set up and gameplay concerns.  BTW, the current Pacific maps with ships in the CMP don't have spawn-in wrench kits.  This is to avoid ship repair exploit.  Players complain in all-chat but they are certainly used to not being able to repair everything.
Title: Re: Berlin
Post by: blander on 15-03-2018, 05:03:10
Yes, my goal is to have the map in the CMP pool. I´m using CMP statics to have more variation. Some are sorta buggy, I´m doing my best to keep them and making bugs the least noticeable.
Title: Re: Berlin
Post by: blander on 15-03-2018, 06:03:19
I found out map CTD when I spot for arty with binoculars. What could this be?
Title: Re: Berlin
Post by: Matthew_Baker on 15-03-2018, 14:03:22
“Your crash is caused by your tmp.con being empty. You need to add the following lines to it to solve the crashes:

run ClientArchives.con

run ../../objects/Common/CommonSpawners.con


physics.airDensityZeroAtHeight 3000
windmanager.globalWindSpeed 1
windmanager.globalWinddirection 0.66/-0.5/0.66”
Title: Re: Berlin
Post by: Slayer on 15-03-2018, 20:03:17
I wouldn't worry too much about the gameplay and loadout stuff too much right now.  Just get your map looking good.
Lol, this is exactly what he should not do. Gameplay comes first, and then I don't mean balance, but what you need to place static wise, where the routes to flags are, how many routes to the same flag there are etc. etc. That's first. If that fails, the map will never work, as we can see in various examples on #1.

Making the map "look good" is the last thing you do, after everything is set in stone what the map is gonna play like.

And stating that players are "used to" not being able to repair everything while there are 45 stock maps and I don't know how many CMP maps of which there are 4 (?) on which you can't repair sh*t (I understand the goal of it but the means is way too harsh imo because it effects land battle too much), well, that's just overstating things dramatically.

...but I am definately limiting the wrenches, maybe even just to a few pickups.
Limiting stuff is OK if things become too spammy. There are other ways to prevent people to zap-repair things like the Tiger. For example you could make it necessary to keep a number of footsoldiers for capping flags (plaving them inside a courtyard or something, so tanks can't reach them), otherwise the team can't win.
Title: Re: Berlin
Post by: blander on 17-03-2018, 09:03:29
Thanks Matthew_Baker, that fixed the spotting problem.

Speaking of german spawnable kits. Is it possible (im 99% sure it is) to have different uniforms depending on the kit? If it is, would it fit the map? For example I could have some kits wearing feldgrau uniforms and others with a cammo pattern. I guess this would be quite historical in fact. What do you think about it? Would it look good and/or be correct?
Title: Re: Berlin
Post by: Ts4EVER on 17-03-2018, 11:03:31
Yes, that is how it works. Just look at any init.con to see the different models.
Title: Re: Berlin
Post by: blander on 18-03-2018, 10:03:52
I used a CMP static which is causing trouble. It´s a cobblestone sidewalk. It looks great but something is wrong with the colmesh maybe. Vehicles act strange on it. In the best case they just turn super mega fast on it. In the worst case they just do crazy things and can even get launched into the air.

I want to keep the static, even though it is taking me hours to figure out how to fix this. I have 2 ways:

1. Bypass the bug, set the static with no colmesh and tweak the terrain so that it is just below the sidewalk, so you won´t notice it has no colmesh.

2. Find and fix the bug.

I tried creating a copy of the static with a new name and just replaced the material used. I put sand in instead of the original concrete. The buggy effect on vehicles was unaffected.

What do you recommend?
Title: Re: Berlin
Post by: Stubbfan on 18-03-2018, 15:03:17
I recommend you get on discord and the CMP map pack channel and we can see if we can hunt down the bug.
Title: Re: Berlin
Post by: blander on 19-03-2018, 06:03:34
Will do. One CMP building also has awful lighting and it´s an important building in the map cause it´s a flag and it´s quite big. I realised I can´t stop and fix these issues, I would never be able to complete the map at this pace. I just made those bugs less noticeable and moved on. More pics coming soon.
Title: Re: Berlin
Post by: blander on 22-03-2018, 05:03:35
The last thing I did was placing trees and now the map crashes.

14%
check mapdata file
check gameplay.con
Re-Generate your Overgrowth
Crash on dedicated server (server side crash) - Missing surrounding terrain .raw files
Check your navmesh (possible isolated vertices)

I didn´t use overgrowth, just manual tree placing. Could there be some buggy tree that you know? What is the easiest way to fix this? I don´t want to remove all the trees, you understand.
Title: Re: Berlin
Post by: GeoPat on 22-03-2018, 18:03:09
There are definitely some buggy trees that crash the game or even editor.  Usually it happens when you use them as overgrowth.  I guess it can happen the other way too.  What trees are you using?

Sometimes with vegetation in staticobjects.con there is the line:  Object.isOvergrowth 1
You can delete that or add it if it's not there and see if it fixes the crash.
Title: Re: Berlin
Post by: blander on 24-03-2018, 11:03:38
Alright I found the damn buggy tree... took it out already, thanks for the info!

Been adding some detail:

(https://cdn.pbrd.co/images/HdmzgVQ.jpg)

(https://cdn.pbrd.co/images/HdmzKEK.jpg)

(https://cdn.pbrd.co/images/HdmzTQw.jpg)

3rd sector WIP:

(https://cdn.pbrd.co/images/HdmAAGG.jpg)

(https://cdn.pbrd.co/images/HdmzuM6.jpg)

(https://cdn.pbrd.co/images/HdmA5J3.jpg)

(http://i2.tinypic.com/v8hgrp.jpg)

(https://cdn.pbrd.co/images/HdmAg3t.jpg)
Title: Re: Berlin
Post by: blander on 26-03-2018, 13:03:19
Who needs creativity when you can just copy photos...

(https://cdn.pbrd.co/images/HdGoPml.jpg)

(https://cdn.pbrd.co/images/HdGj74l.jpg)

(https://cdn.pbrd.co/images/HdGouCp.jpg)
Title: Re: Berlin
Post by: nysä on 26-03-2018, 14:03:26
Looking pretty good...  I take the building on the right is accessible? It would make a fair strong point to KO the Tiger with a captured Panzerfaust. Another thing - do you have extremely slow, hand cranked traverse on the Tiger's turret or is it power assisted?

And have you thought of scaling down some of the buildings, because in the screenshots they look yooge?
Title: Re: Berlin
Post by: GeoPat on 26-03-2018, 16:03:15
This is a map project.  I don't think he has the ability to make new buildings or new Tigers
Title: Re: Berlin
Post by: blander on 26-03-2018, 16:03:43
You mean the red building? I initially placed a half-destroyed one for infantry to fight for but the red one looks closer to the one in the real photo. The tiger will be immobile and could have a slower moving turret, I bet that´s not hard to do.

What huge buildings are you talking about? The appartments on the right of the Tiger screenshot? I made them extra tall on purpose, like in the real photo. 5 storey to be precise.

Bare in mind I just try to copy some aspects of the photos just for fun, no real intention of making 1:1 replicas.
Title: Re: Berlin
Post by: blander on 26-03-2018, 16:03:44
What would be the most correct spawnable russian anti-tank kit here? I´m not fond of spawnable panzerfausts like in Seelow but if it´s historically accurate then I´ll take it.
Title: Re: Berlin
Post by: nysä on 26-03-2018, 16:03:12
n/m
Title: Re: Berlin
Post by: jan_kurator on 26-03-2018, 18:03:57
What would be the most correct spawnable russian anti-tank kit here? I´m not fond of spawnable panzerfausts like in Seelow but if it´s historically accurate then I´ll take it.
It is. Russians captured shit tons of panzerfausts and used them themelves untill the end of the war.
Title: Re: Berlin
Post by: blander on 28-03-2018, 07:03:10
nvm, just copying python scripts from seelow
Title: Re: Berlin
Post by: blander on 28-03-2018, 10:03:03
How do you set the out of bounds but just for 1 team? In this case, I don´t want the germans to enter the russian mainbase and viceversa.
Title: Re: Berlin
Post by: Ts4EVER on 28-03-2018, 10:03:09
You make an oob just for the Germans and leave out the russian mainbase. You can set teams in the tweak bar.
Title: Re: Berlin
Post by: blander on 31-03-2018, 08:03:12
Thanks!

I got a minor question. When I manually write down the pickup kits in the .con file they show up in-game just fine. But when I work in the editor and then I save objects the pickup kits go blank again in the .con file. What´s the best solution for this?
Title: Re: Berlin
Post by: blander on 31-03-2018, 10:03:21
Two more:

1. I placed a nebelwerfer spawner. In the editor all the buildings around it are lit bright. After doing the lightmaps the light on the buildings remained in-game. Is it a known bug? If that´s the case, next time I will just remove the nebel spawner before creating the lightmaps.

2. I worked (due to my ignorance at the time) with the editor´s default layer. This caused that the 16, 32 and 64 player layers were generated. So now I created from the editor a 64 layer identical to default layer and I disabled the default layer. The problem is, all 16, 32 and 64 versions keep appearing in the game´s menu. How do I remove the 16 and 32 options?
Title: Re: Berlin
Post by: GeoPat on 31-03-2018, 16:03:58
You need to generate a lightmap atlas.  That's what the game uses, not the individual lightmap object files.

The 64, 32, and 16 you see in the menu is from the .desc file in the info folder.  You have to edit that.  Just delete the lines that refer to them.  Maybe there is a way to do that in the editor.  I am not sure.
Title: Re: Berlin
Post by: blander on 31-03-2018, 19:03:38
AFAIK the editor creates the atlas right after finishing the lightmaps. At least that´s what the debugger says, but I´ll look further into it.

Alright, I will fix that .desc file, I found those lines. Thank you!
Title: Re: Berlin
Post by: GeoPat on 31-03-2018, 22:03:37
No,
There is a "generate atlas lightmaps" option under compile/lightmaps.  It gives you some choice about size and dxt compression(I use default), then it asks to look for obsolete lightmaps.    If you didn't do that, you don't have it.  Those atlas images are the only ones that get packed into the map.  The individuals ones are just used by the editor.

At some point you need to start getting familiar with the files and checking that the editor did the right thing and that the packing script worked as well.  The editor is notorious for screwing up and not saving correctly, etc.

~edit:  I checked your map in game.  Most everything is lightmapped.  I see a few missing on buildings I've never seen before.  You probably don't have the samples for those or for some reason they didn't get added to the atlas.  At this point you can try to fix that and lightmap them idividually, then "generate atlas lightmaps" when done.  You don't have to lightmap everything again.  I'm not sure what problem you are having with the nebelwerfer.  Those player controlled objects don't take lightmaps or leave affect the lightmaps of other things.  They have dynamic shadows in game.  It should break a lightmap but wont help make one either.   Otherwise it's looking pretty good.  You can fix those missing lightmaps later.

If you don't see any lightmaps in gmae, it's because your graphics settings are too low.
Title: Re: Berlin
Post by: blander on 03-04-2018, 01:04:32
For some reason my bf2editor seems to generate lightmap atlas right after generating the lightmap.

There are buildings and other CMP objects that lack lightmap samples or either have faulty ones. I´ll just replace them with other buildings, I don´t have time to fix unfinished models.

About the nebel, it does affect the lightmapping. I don´t care to understand why. I will just remove it before making the final lightmap. When it´s done I´ll add back again the nebel, hoping that will fix the problem.
Title: Re: Berlin
Post by: Stubbfan on 03-04-2018, 02:04:08
It's normal that the atlas is created automatically after lightmapping.
Title: Re: Berlin
Post by: blander on 07-04-2018, 04:04:13
How do you port a static from bf 1942?
Title: Re: Berlin
Post by: Stubbfan on 08-04-2018, 02:04:57
Get 3dsmax7 and the bf42 tools. Resave. Open in a newer version of 3dsmax (used to be 9, but the newer tools work with later versions aswell). After that it's some UV-rearranging and other stuff of course.
Title: Re: Berlin
Post by: blander on 08-04-2018, 05:04:50
Dang... too much time invested for little reward. Thanks, maybe I can find other statics in other BF2 mods that I could use, I guess that would require much less work since it´s the same game.
Title: Re: Berlin
Post by: blander on 20-04-2018, 02:04:17
Hello and welcome back to another question by Blander.

1. Soldiers glow in the map, I heard it has something to do with Hemimaps but I know nothing about Hemimaps. Help please?

2. Loading music. I couldn´t figure how to create correctly the .ogg file. How do I do it?

Thanks in advance!
Title: Re: Berlin
Post by: GeoPat on 20-04-2018, 02:04:10
1. generate groundhemi   I think it is under compile below generate lightmaps, etc.

2. you need BF soundtools to get the right .ogg that works with Bf2.  It needs to be in the correct wave for to do that.  Look it up and have fun or just give me your music file and I will do it.  Contact me at CMP forum or in Discord.
Title: Re: Berlin
Post by: Ts4EVER on 20-04-2018, 04:04:50
There is a batch file under tools that you just drag music onto. It will convert it into the right ogg-format.
Title: Re: Berlin
Post by: SgtAlex on 20-04-2018, 04:04:44
About the Nebel thing, I noticed the same thing with Katyusha, it acted like a light source and lighted all the buildings close to it, no need to lightmap, can be seen on editor, I supposed that kind of vehicles have actually a small light source that is activated when a rocket is fired, and editor recognise it and draw it as a light.
Title: Re: Berlin
Post by: Ts4EVER on 20-04-2018, 11:04:48
Exactly. Dont lightmap with the gameplay layers on.
Title: Re: Berlin
Post by: blander on 26-04-2018, 17:04:13
I generated groundhemi. Glow is gone but vehicles look too dark now. How do I correct that?
Title: Re: Berlin
Post by: GeoPat on 26-04-2018, 18:04:33
Well, you could lighten it, in GIMP or PS.
BTW, why don't you join Discord?  You would get quick answers to these basic questions.
Title: Re: Berlin
Post by: blander on 26-04-2018, 22:04:45
Alright, will do that in the near future.

The answer is that lately I haven´t had a lot of time for mapping. I actually spent my time watching documentaries and pictures to recreate the correct feel. I hope to have more time to finish the map.
Title: Re: Berlin
Post by: GeoPat on 26-04-2018, 23:04:13
I guess another thing you could do is temporarily change your lighting settings then generate the ground hemi.  You could use the "Day" preset.  Just don't save lighting settings when you are done.
Title: Re: Berlin
Post by: blander on 27-04-2018, 01:04:34
Ah that´s a neat idea. I will implement it and see what happens. Thanks!
Title: Re: Berlin
Post by: blander on 09-05-2018, 09:05:10
I haven´t had much time lately due to work... damn mapping takes time. Here goes some progress:

(https://cmp-gaming.com/uploads/monthly_2018_05/screen061.jpg.20653c583865252d67ac32ea36d37554.jpg)

(https://cmp-gaming.com/uploads/monthly_2018_05/screen062.jpg.7e2eb54572e804686587af2489ad3cc6.jpg)

(https://cmp-gaming.com/uploads/monthly_2018_05/screen065.jpg.761b93c21fd3aa4e6300ac839ef61d40.jpg)

(https://cmp-gaming.com/uploads/monthly_2018_05/screen067.jpg.053de059ab5b1d72e7b5c798d7b275de.jpg)
Title: Re: Berlin
Post by: nysä on 09-05-2018, 12:05:54
Looking good blander. The harsh spring sun is nice and realistic touch.
Title: Re: Berlin
Post by: blander on 09-05-2018, 13:05:30
All the new statics have not been lightmapped yet, that´s why they look like that.
Title: Re: Berlin
Post by: nysä on 09-05-2018, 15:05:36
Well don't take me wrong, it looks pretty good   :)
Title: Re: Berlin
Post by: blander on 19-05-2018, 14:05:32
Hello!

This is my goal: to make a Tiger I not able to move.

I will figure it out eventually but maybe if you can help me I can do it quicker.

1) Do I have to make a new object and name it something like "Static Tiger" and then add it to the map folder or is it possible to override a normal Tiger and just change its values for this specific map?

2) Is there a line in the code that I have to change to make the tank non-movable or is it more complicated?
Title: Re: Berlin
Post by: hitm4k3r on 19-05-2018, 19:05:38
In theory you only have do disable the driver seat of the vehicle pretty similar to how you disable the different seats for the non usable vehicles on objective maps. But keep in mind that you won't be able to have the same asset with driver and without a driver position on the same layer. I you want to have a static and a non static version on the same layer you will have to clone the tank obviously.

How you disable the seats/enterable positions is something that you can check out on allready existent objective maps in the mod ;)

If you need further assistence then let me know. Would check it out myself, but pretty low on time right now  ;)
Title: Re: Berlin
Post by: Stubbfan on 19-05-2018, 21:05:41
Try something like this in tmp.con

Objecttemplate.activesafe PlayerControlObject Tiger(whatevernameithas)
Objecttemplate.activesafe Engine Tiger_Engine(whatevertheengineiscalled) (find out in the .tweak file of the tiger)
ObjectTemplate.setTorque 0
ObjectTemplate.setDifferential 0
Title: Re: Berlin
Post by: GeoPat on 20-05-2018, 14:05:59
Stubb's method works.  I tested it with:

Objecttemplate.activesafe PlayerControlObject tiger_late_132
Objecttemplate.activesafe Engine tiger_late_132_aaMotor
ObjectTemplate.setTorque 0
ObjectTemplate.setDifferential 0

at the bottom of the tmp.con.
You can still use the turret, which I assume is what you want.
Title: Re: Berlin
Post by: blander on 21-05-2018, 04:05:52
Awesome!

Now it just needs to be silent since the motor sounds still work.

Next step: the Pantherturm.

What would be the easiest and fastest way to make it? I´m thinking maybe I could immobilize a Panther, the same way the Tiger is. Then I could just bury it and enable Holdobject from the editor. The problem is that in the editor you cannot bury a tank, or at least it doesn´t go under ground visually.

I guess the hard way would be to strip off the whole hull bundle from the Panther, just leaving the turret. What do you recommend?
Title: Re: Berlin
Post by: Stubbfan on 21-05-2018, 10:05:06
The best way would be to re-export the thing with only the turret. Like seen on Omaha with the french turret.
It's perhaps possible to do some hacks other ways, but the above one would be the preferred way for sure.
Perhaps i can help with this later, but for testing just stick some static AT gun or something there for now. Or the french turret.

For the tiger, perhaps try to add some more lines from the engine into tmp.con, like maxspeed and such to 0 and see if that will get rid of the sounds.
Title: Re: Berlin
Post by: Robbanswe48 on 29-05-2018, 20:05:38
If I can come with any suggestions:  :-*

Have Max Richter - "Last days" as loading music.

Germans have class with including

- maybe shotgun (limited) Luftwaffen-Drilling M30
- Volkssturmgewehr 45
- Stg 44 (limited)

Soviets have class with

- STV 40

other than that it is really nice that folks are doing EF city maps, I want to make Breslau 45 or Warsaw 45 (when I have time and energy).

Title: Re: Berlin
Post by: Ts4EVER on 29-05-2018, 20:05:49
Why the SVT40?
Title: Re: Berlin
Post by: Robbanswe48 on 29-05-2018, 21:05:27
Why the SVT40?

Why not? I thinking the germans will have best weapon they could get. Which mean the soviets should have pretty good weapons too. 400.000 G43's was produced in WW2 so why should SVT 40 be so rare? SVT 40 was produced in 1.400.000 during WW2. (source: wikipedia)

Overall the SVT 40 should be appearring more.
Title: Re: Berlin
Post by: Ts4EVER on 29-05-2018, 22:05:47
But not in 1945. The SVT40 was mostly used in 1941 and 1942, after that is became progressively more rare. Instead they went with the PPsh41 / Mosin Nagant combo.
Title: Re: Berlin
Post by: SgtAlex on 30-05-2018, 14:05:41
Awesome!

Now it just needs to be silent since the motor sounds still work.

Next step: the Pantherturm.

What would be the easiest and fastest way to make it? I´m thinking maybe I could immobilize a Panther, the same way the Tiger is. Then I could just bury it and enable Holdobject from the editor. The problem is that in the editor you cannot bury a tank, or at least it doesn´t go under ground visually.

I guess the hard way would be to strip off the whole hull bundle from the Panther, just leaving the turret. What do you recommend?


About this, I think you could do the same as you did with the Tiger, just make a hole in the ground with the terrain editor, big enough to fit the Panther and as deep as its chassis height, leaving the turret out of the hole, then place some statics around the turret to hide the hole and the tank chasis, can be done with sandbags for example.
Finally, tweak it as you did with the Tiger to disable engine.

(https://orig00.deviantart.net/11e1/f/2011/342/5/4/02_panther_ostwallturm_by_wolfenkrieger-d4ii4ze.jpg)
Title: Re: Berlin
Post by: nysä on 30-05-2018, 17:05:02
*Ahem* if you want to keep this realistic, turn off "power-assisted" turret traverse (the rotation speed was dependent on the engine RPM) - in both the Tiger and the Pantherturm.
Title: Re: Berlin
Post by: blander on 30-05-2018, 22:05:06
Robbanswe48:

Interesting choice for the music, I had this one in mind: https://www.youtube.com/watch?v=NrVjtqx4MEc&index=45&list=PLbnRRNfFcoWdHL5wYorCswKRT4UtpUfh-

Volksturm and StG-44 will be included, dont´t think so about the SVT-40.

SgtAlex:

I thought about that solution but it just wouldn´t look good enough. Besides if I use objects to cover the Panther´s hull the colmeshes would collide causing trouble, most likely.

nysä:

Yes, I have it in mind!
Title: Re: Berlin
Post by: blander on 05-06-2018, 05:06:25
I just realised what a problem it can be to include artillery in an urban map. If someone spots for artillery with binoculars, the arty gunner will have a floating camera over the target. Problem is, the target could be close to an "empty" part of the map, which is not intended to be visible for the players.

I thought of 2 solutions for this:

1. Modify the spotter´s "floating" camera height. If I can get it low enough to avoid out of bounds areas to be seen by the arty gunner, that would solve the problem.

2. Get rid of arty.

Any oppinions?
Title: Re: Berlin
Post by: |7th|Nighthawk on 05-06-2018, 09:06:54
I don't really get what the problem is. Shooting off map can be avoided by checking the map as arty gunner. Do you mean spotting a high target next to an ABC line to circumvent the "no spot" dome on it?

1. The arty camera is directly connected to the target that the spotter marked. If that target is a high church tower, it will be marked high. Skilled spotters can use that knowledge by putting "high" targets for mortars and "low" ones for howitzers for maximum efficiency. I doubt that making it of fixed height would solve a lot of problems but it would definitely cause a lot of unnecessary ones like a lot of unusable spots and way less flexibility.

2. I like arty, as annoying as it can be on the receiving end. It's one of the last weapons that require a minimum of teamwork and communication in FH2 and I'd rather have it in, especially to deal with AT guns and the likes.

3. If you mean the ABC line abuse, a "dome" around the ABC line like PR has it could be an answer to that. To my knowledge, artillery and even airplane weaponry cannot pass through it if you're high enough but it won't stop the plane to fly through it.
Title: Re: Berlin
Post by: Slayer on 05-06-2018, 14:06:42
I don't really get what the problem is.
He doesn't want the arty guy to see the edge of the map (usually it looks like something fluorescent green in my experience, it's very ugly).

@blander: best solution is not to use the map edges at all, make OOB at the edges and put the playable area far enough from the edges so that arty guys can't see it anymore. Build statics in the OOB anyway, so it doesn't look like the map "ends" where the OOB starts: this will also prevent arty guys from seeing anything weird when a scout misspots something.
Title: Re: Berlin
Post by: |7th|Nighthawk on 05-06-2018, 21:06:14
Oh okay, I never saw it except for back when I tried making maps for BF2 :P Seems like a minor annoyance, maybe getting rid of arty completely because of it is a bit harsh ;D
Title: Re: Berlin
Post by: blander on 06-06-2018, 04:06:40
The problem is not the map edge, it´s the OOB edge. If I had to cover all those with more statics to make them look "decent" from an arty gunner´s view then I would have to load the map with a TON more buildings, leading to excessive lag.

I guess I will have to test it. I will spot next to the OOBs on different areas of the map and see how the target looks from an arty asset. If testing suggests I will need to add 200 (my rough estimate) more statics then I will just get rid of arty.

Arty might just break gameplay after all, I think there is a reason for not having any arty asset in Battle of Brest for example. It´s a pity not to have any arty in Berlin because it was heavily used by the russians to destroy well-defended buildings.
Title: Re: Berlin
Post by: Oberst on 06-06-2018, 15:06:41
Compare to Brest for instance. Mortar should still be available there.

From the art point of view it is important, that even from an infantry perspective the map not suddenly ends behind the next corner. Which may also require a few OOB buildings. This kills immersion.
Title: Re: Berlin
Post by: Matthew_Baker on 06-06-2018, 17:06:28
Look at Brest's OOB as that's the best way to do it while minimizing static use. It also has a mortar and I never see the OOB area with it. tbh I care less about what the arty gunner sees as it's more important that the other 99 players don't see the outside of the map.

If you can screenshot a problem area, maybe we can come up with more creative solutions.

tbh, arty on urban maps can be hell. At most you'd want to give it a mortar. You can give the Russians the 120mm, that packs plenty of punch. :)
Title: Re: Berlin
Post by: blander on 06-06-2018, 17:06:29
Oh Brest has a mortar? Sorry, I didn´t notice that. But still, I thought about it thoroughly. I don´t want the gameplay to be broken. I think the first version will have no artillery. If balance adjustments are required after testing in a full server then we could try adding a mortar or some rocket launchers.
Title: Re: Berlin
Post by: GeoPat on 06-06-2018, 19:06:40
I'm pretty sure only mortars would work on that map.  The trajectory of the other arty would be useless with all those building.  You can still use the Wespe and SU 152 as point and shoot arty.
Title: Re: Berlin
Post by: |7th|Nighthawk on 07-06-2018, 08:06:01
Mortars on Brest can be highly devastating for sure, especially on highly populated servers. Then again on a map with so much bottlenecks it would be unwise to remove it completely because it can be already tough enough to break through a line of several refilling squads. I think limiting it to one mortar is good because that limits the terror and also still gives the defenders a bit of room to create defences.

GeoPat is right, howitzers and Katyushas will only lead to mass TK because your shells land anywhere but where you aimed at, leading to frustration of the users and the random victims. Some of the CMP maps suffer from this issue.
Title: Re: Berlin
Post by: Slayer on 07-06-2018, 20:06:12
The problem is not the map edge, it´s the OOB edge.
OK, that's a bit less of a problem then: just paint terrain there, don't place any statics if not necessary for the vew of the other 99 players. That way the arty gunner will just know that it is a useless spot he is looking at because he doesn't see the city anymore. I don't think you will get many complaints about that, it is actually helpful :)
Title: Re: Berlin
Post by: blander on 12-06-2018, 11:06:52
U-Bahn WIP

(https://cmp-gaming.com/uploads/monthly_2018_06/u-bahn.jpg.bde01e5563de9b7354b806745556d5f6.jpg)
Title: Re: Berlin
Post by: Slayer on 12-06-2018, 14:06:54
Cool, is it just for show or can you also go and fight underground?
Title: Re: Berlin
Post by: blander on 12-06-2018, 17:06:43
I thought of it. I also thought about an underground bunker but in the end it wouldn´t work as a flag to fight for. 40 players in such a constrained space wouldn´t be fun so it´s just for the looks. Who knows, maybe in a future version (balance adjustments will be needed for sure) I could replace one of the flags with an underground layout.
Title: Re: Berlin
Post by: Slayer on 12-06-2018, 17:06:39
OK, fair enough. I think it could work, just look at the airfield building on Sidi Rezegh, it has an underground flagzone as well. But I can imagine that it brings several problems with it if you expand underground :)
Title: Re: Berlin
Post by: nysä on 13-06-2018, 11:06:58
howitzers and Katyushas will only lead to mass TK because your shells land anywhere but where you aimed at, leading to frustration of the users and the random victims. Some of the CMP maps suffer from this issue.

On the other hand, isn't this quite realistic? Even mainstream historians such as Anthony Beevor estimate that possibly as many as 40% of Russian casualties were caused by their own artillery fire.
Title: Re: Berlin
Post by: |7th|Nighthawk on 14-06-2018, 08:06:36
Heh, yes, it might be but it will not be fun in any way and people will get kicked from the server because of it. Besides, most of the FH gameplay is far from realistic but feels more like arcade with a hardcore damage model which makes it both unique and fun or frustrating; depends on the day, really ;D