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Level Design RSTE-Yonabaru

RSTE-Yonabaru B2 is available.

Code:
[NEW] Partial support of bots

[CHANGED] Objective B (Crossroad) reworked
[CHANGED] More meshes for Objective A (Frontline US base)
[CHANGED] More meshes for Objective C (Destroyed Village)
[CHANGED] Lighting (See details below)

[FIXED] Players couldn't spawn on SLs

Current bugs/missing features:
- sounds
- cover nodes, mantle (currently only in the most important places)
- interiors
- non playable areas are flat empty
- possible issues with SpawnProtection volumes
Lighting change:
Mostly positive feedback have been received so far for B1 version. However I was forced to change it as from gameplay perspective, the map wasn't enjoyable. B2 has a fog and different lighting to limit long-range fighting as much as possible. I'll return to B1 lighting in a future, I promise. It's a temporary change.

Steam Workshop: http://steamcommunity.com/sharedfile.../?id=471044192[url]http://steamcommunity.com/sharedfile.../?id=471044192[/URL]

Direct download: http://defwen.com/ro2rs_maps/[url]http://defwen.com/ro2rs_maps/[/URL]
 
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Just had a muck about on this and its just as nice as before, but the limited range helps a lot with optimisation. I'm now not stuck with under 30fps for most of the map, so it now looks playable. Nice to see the bots being able to move also.

There was an issue or two with the last cap regarding frame rates. For some reason once I get into the area with the hangers and the airstrip my framerate plummets to sub 1FPS at times. I checked to see if anything was going on in the background, but nothing else on my system seems to be doing anything that would cause such issues. It just seems to be that area also due to the second round returning my system to normal.

Was thinking on sound (as its rather empty atm) to help get an idea of the heat maybe add the sound of Cicadas? https://www.youtube.com/watch?v=eE-_kNWJXNw If you ever go to Asia in the summer (or at least Japan) you will likely know you CANNOT escape that sound.
 
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Hi there, small update on a map progress. I decided to don't rush it and take some quality time to think about the map and it's future. Some decisions were made but I'll keep them for myself. All that matters for you is the map is still in development.

In the past 3 (?) months I've been mostly working on the outdoor areas, which was one of the biggest issue of this map. They are now much more detailed and hopefully more enjoyable as well. There were some reports about a long distance spawn points. These reports were valid. Today, with reworked outdoor areas, as mentioned above, it's possible to bring these spawn points closer. Yet, without adding more objectives this would mean to sacrifice some areas and I don't want that. Another valid report was about poor performance. CullDistance volume had wrong values, It's fixed and the map should run better now. B1 lighting is back, fog stayed for a sake of playability and performance.

Seven pictures to enjoy http://imgur.com/a/tb405[url]http://imgur.com/a/tb405[/URL]
 
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Welp, no update today.

Aw2YxFk.jpg


Some areas have to go I guess, sorry :(
 
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Probably light mapping is most of your file size.

When you build your lighting a message window will appear telling you how much memory is used by what (resource size). You can also access this info from the "Primitive Stats" tab in the browser if your map is already is built.

Sometimes simple meshes with high resolution lightmaps can be searched down and their lighmaps reduced. You can't do this for stock assets AFAIK.

BSP surfaces are also lightmapped (lower numers for resolution actually are bigger for BSP, wierd I know).

Terrain is probably the biggest hog. In the terrain properties turn on bIsOverriddingLightResolution, then set the StaticLightingResolution to a lower number . All resolutions should follow the powers of 2 rule.

Hourences' site is a good resource:
[URL]http://www.hourences.com/tutorials/[/URL]
 
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Have you adjusted the spawns to face players in the right direction? I recall the previous version caused confusion for players as it would spawn them facing away from the direction of the objective and they intuitive would run in the wrong direction.

I'm eager to host this on the Bloodbath server but a bit skeptical about whether its polished enough for another run on the server.
 
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Welp, the file size issue is back with upcoming version and I'm unable to make it smaller. I tried to reduce Light Map Res for static meshes outside the playable area, make far away meshes not to cast shadows, reduce terrain's Static Lighting Resolution. I even deleted a bunch of meshes that were really really far. All that trouble for lousy 60MB (non-brewed) or 30MB (brewed). No idea what to do next, nothing else there to delete without damaging map's feeling.

I have extra 10MB, I can give them to you for free, just don't return them.
 
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I take it you're refering to exceeding the SWS limit of 200MB.

Again, next time you bulid the lighting, look at the pop up window after it finishes, it details how much memory is used by what asset. At least it will let you focus on problems.

Another issue might be texture/lightmap density. View your map in the SDK with these filters on. They're up there on the top bar with wire-frame/lit/and unlit modes. Again, allows you to focus on problem spots.

Any custom textures might also push up file size. Custom meshes not so much, if at all.

Last, reduce your nav mesh by adding path-blocking volumes. Only the bots will notice.

G'luck
 
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