[WIP] TE-Russian Assault

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Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
1,021
0
29
Porto Alegre, RS
Wow, the map looks amazing! Really love the atmosphere. That said, I think those trucks on the bridge exploding on impact are very silly. Maybe it would be better to keep them as static meshes, but leaving enough room open for the tank to pass. It just looks bad to have them blow up whenever a tank touches them and leaving no wreckage behind.

I really like the amount of destructible objects in the map, but I think you should tone down their destruction a bit. I mean, make them destructible only by satchels, with grenades being useless against them. I'd love if the defenders had a lot of destructible objects blocking the way to their defences, like tank traps and barbed wires. Engineers are not given proper importance in most maps.

Anyway, the map looks incredible. You must be very talented, great work!
 
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PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
Exploding trucks cover for the fact they magically disappear but I will get rid of all but one and replace them with wooden boxes that splinter instead. Not shown in the video are tank traps that the engineers need to clear so that's why the vehicles aren't just destroy by satchel as the engineer already has work to do.

And thanks for the kind words I hope the map plays out ok and doesn't lag
 
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PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
Would anyone know why my map size doubles after switching from a dominant directional light moveable to just a dominant directional light?

*edit

I lowered the lightres on all items and it's now 561mb so still not ideal but I don't know what else I can do to lower the size.
 
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PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
Ok I think it's done but there's one little problem that I can't solve. I imported custom images and project them using a decal, but they are completely shadowed. It doesn't matter if I put a light right next to it, it won't light up. I can fire next to it and the muzzle flash will display the image. So there is a setting somewhere that I need to find. Is it something in the material editor or the decal itself?

I have tried it without anything selected in this box and same problem persists.
Spoiler!


I optimized the map best I can think of, lowered the light res on everything including buildings, removed shadows on some objects. Got it down from 500mb cooked to 269mb. I can't think of anything else to remove.
 

danh

FNG / Fresh Meat
Jun 19, 2012
1,390
1
0
Ok I think it's done but there's one little problem that I can't solve. I imported custom images and project them using a decal, but they are completely shadowed. It doesn't matter if I put a light right next to it, it won't light up. I can fire next to it and the muzzle flash will display the image. So there is a setting somewhere that I need to find. Is it something in the material editor or the decal itself?

I have tried it without anything selected in this box and same problem persists.
Spoiler!


I optimized the map best I can think of, lowered the light res on everything including buildings, removed shadows on some objects. Got it down from 500mb cooked to 269mb. I can't think of anything else to remove.

Multiply the texture to increase the brightness
 

koschi

FNG / Fresh Meat
Jun 13, 2009
400
62
0
myrencontres.com
Wow... just wow. This map realy looks amazing, it reminds me of those old huge ro 1 maps(wich is a realy good thing)

Realy looking forward to play this bad boy!
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
I can't get the minimap to fit properly. It seems like my map is too long for the correct camera angle. Is it supposed to correct itself once in game?

I place down a mapboundary volume
Zoom out till the ends of boundaries
Take screenshot
Test in editor and map is about 50 feet incorrect.

I've tried different angles and zoom but the image looks really stretched and nowhere near good quality.
 

danh

FNG / Fresh Meat
Jun 19, 2012
1,390
1
0
I can't get the minimap to fit properly. It seems like my map is too long for the correct camera angle. Is it supposed to correct itself once in game?

I place down a mapboundary volume
Zoom out till the ends of boundaries
Take screenshot
Test in editor and map is about 50 feet incorrect.

I've tried different angles and zoom but the image looks really stretched and nowhere near good quality.

I forgot to say that your MAP BOUND volume needs to be a cube/square as well. So make it a square and center it on your map. If you have empty spots then just use photoshop to fill it up.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
I need to shed 40mb from the file size. I've done the following:

Lowered all light res to 16 for all static meshes
Disabled cast shadow on all of my trees
Deleted all 3rd party content
Removed some trees
Deleted some terrain that is hidden

My file size went from 280mb to 240mb

Any suggestions on what I can do to get it down to 200mb for the contest? I've noticed also that the postion of the light affects file size, I'm assuming because of the lack of shadows. So if I have my directlight only just appearing over the horizon the file size goes down to 167mb, but it's kind of dark. Are there settings in the light that will affect file size?
 

BOH-rekrut

FNG / Fresh Meat
Oct 20, 2011
556
112
0
germany
the Terrain and destructible meshes Need the most filespace .
do u just make the Terrain invisible with the invisible tool or u reduce the patches in the x- or y-axis?
all meshes they are outsite of the Play area just Need to accept lights they dont Need to cast shadows or dynamic shadows.....
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
I remove the terrain with the invisible tool. If I change the patch size it will screw up all my trenches. I didn't know I could remove dynamic shadows and other options for static meshes I thought it might look crap, I'll try that.
 

BOH-rekrut

FNG / Fresh Meat
Oct 20, 2011
556
112
0
germany
I remove the terrain with the invisible tool. If I change the patch size it will screw up all my trenches. I didn't know I could remove dynamic shadows and other options for static meshes I thought it might look crap, I'll try that.


remove the Terrain with the invisible tool doesnt ve the effect u want .
the best way is to remove some patches in x- y- axis ( outsite of the Play area )
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
When you say remove, are you implying you can select a portion (not all) of the terrain when changing the -x -y values? If so, how?

rhbh.jpg
 

BOH-rekrut

FNG / Fresh Meat
Oct 20, 2011
556
112
0
germany
reduce the value in ,,num patches x / y ,, . and it would be good when the map (playarea) is Close to the Terrain Icon (Point of origin) and then remove all Terrain that is not in the Play area . use a static mesh for the deco Terrain ..... try it and see what happen ...


i see your Terrain is 1666x844 i m sure that a Minimum of 150 mb is used just for the Terrain
 
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PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
In a test I decreased tessellation and it removed 100mb off the file size, but like I say, it screws up all the work I've done because it enlarges the terrain. Is there a way to only effect a small area?

ltkp.jpg


After increase in tessellation I build lighting and get this problem
dcbs.jpg

Black grind appears across entire map
 
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