Point of Existence Forum: Some models for the dev/fan mappers: 3 stage destroyable structures! - Point of Existence Forum

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Some models for the dev/fan mappers: 3 stage destroyable structures! Rate Topic: -----

#1 User is offline   Dr. Destructo Icon

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Post icon  Posted 04 April 2008 - 01:10 AM

Hello there, I thought I'd share these models with the bf2 modding community. I was going to post them on bfeditor.org, but since POE2 is the mod I get the most fun out of I'll post them here first. Feel free to download, modify & link to them (maxfiles & psd also included in the package).

This is my attempt at getting some next-gen flavor into bf2: it's a set of 3 stage destroyable walls. You heard it right- 3 stages! OMG! You get the 3rd level of damage by hiding a final static wrecked wall model inside the destroyables, so when the wrecks blow up it's revealed.

Walls are 8m long with 5m & 2.5m heights, with plain, doorway & window versions. Turn on scale 1 snapping & you can snap them in place quickly. Also remember to fit the 'base_wreck' statics underneath them to give you that final level of destruction.

There's 3 different frameworks for the walls to fit into, plus the low walls have a static pillar for using them as typical bounding walls. There's a destroyable metal fence too with custom destruction effect for extra lols.

The only drawback is that these models have lightmap generation turned off- you need dynamic shadows for this kind of object, which bf2 doesn't do. But most people play with lightmaps off anyway, so screw that. Exploding takes priority over realistic illumination any day.

I think a map with overcast lighting (like the Olesko settings) & a dim overhead sun would look ok. I made them look sort of half constructed (with no roof panels) to lessen the oddness of bright interiors.

Anyway here's some pics followed by the files, so hopefully a mapper can play around with them & create some explodey goodness for us all :D


Posted Image

This post has been edited by DrunkenPirate: 17 April 2008 - 05:12 PM

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#2 User is offline   Illicitfilms Icon

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Posted 04 April 2008 - 01:26 AM

i like :D
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#3 User is offline   Dr. Destructo Icon

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Posted 04 April 2008 - 01:37 AM

Thanks :) You did one of my fave maps ever- Steel Thunder. I'd love to have these kind of structures on a woodland armor map similar to that. Or Rolling thunder, another favorite. Basically any map with 'Thunder'. Perhaps 'Operation: Exploding Thunder'...

I'd recommend no arty or combat aircraft with these models though- they'd cause way too much rapage of the walls.
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#4 User is offline   Ga-Knomboe Boy Icon

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Posted 04 April 2008 - 01:54 AM

Thats totally bad arse. I'd love to use them.
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#5 User is offline   DrunkenPirate Icon

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Posted 04 April 2008 - 05:23 AM

This is awesome.
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#6 User is offline   chew6acca Icon

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Posted 04 April 2008 - 05:54 AM

Is there any chance this could make it into the next release?
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#7 User is offline   Ga-Knomboe Boy Icon

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Posted 04 April 2008 - 09:46 AM

I'd like to see it included. However it depends on whether Dr. Destructo allows us to include it in the mod.
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#8 User is offline   Dr. Destructo Icon

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Posted 04 April 2008 - 11:34 AM

Course you can use it in the mod, you can flog it on ebay too. I don't care, I just need to explode things.

If you do include them in the mod, one thing you might do for optimizing & matching the bf2 statics is to shrink the texture (everything fits onto one texture) down to 256x1024. That way you'll get the same pixel res. Blocky but cool, like Volvo.

This post has been edited by Dr. Destructo: 04 April 2008 - 11:35 AM

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#9 User is offline   Smokeyandthebandit Icon

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Posted 04 April 2008 - 03:22 PM

I think it looks odd without a roof and I'm sure most people could overlook the brightness. :)
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#10 User is offline   Dr. Destructo Icon

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Posted 04 April 2008 - 04:04 PM

yeah i think you're right. what i'll do is make some half-constructed roof paneling objects that can snap over the frames, that way it looks like it's halfway towards a wreck. then the mapper can choose to add them & have different versions (empty frames too). will try this out later...
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#11 User is offline   Dr. Destructo Icon

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Posted 04 April 2008 - 08:46 PM

here ya go, not structurally correct but it's poly efficient & functional:

Posted Image
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#12 User is offline   Dr. Destructo Icon

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Posted 07 April 2008 - 08:29 PM

I can't wait any longer to explode some walls, so I'm going to have a go at a map. It'll be fairly basic & just a 1km square terrain, 32p size only with 5 flag areas (2 main uncaps, 3 cp's). Going to kinda rip off Rolling Thunder cos that's such a solid map. Sketch-

Posted Image

-symmetrical layout, uncap base per team spawning tanks n jeeps, no aircraft or arty (so walls don't get blown so quickly/often)

-the 2 industrial areas (using the destroyable walls) are similar to the warehouse flag on Rolling Thunder, with a static bridge as a choke point on one side, meaning each team has a defensive advantage on one of them.

-central flag is 2 big rail/road bridges, each 8m wide. River can be crossed underneath, & there'll be a service platform crossing the top of both bridges making it a vertical space & not too much of a choke point.

-scenario of the map is germans/US attacking ukranian munitions factory/freight (in trains), so the ukr uncap is like a permanent military base while the other team's uncap looks like a temporary rally point (hasty defences, camo netting etc)

-weapon pickups around map in train freight cars

-terrain is rolling hills (making it easy to drive over) with patches of dense trees/bushes, slightly more foliage than rolling thunder has.


So, any thoughts on this?
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#13 User is offline   Ga-Knomboe Boy Icon

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Posted 08 April 2008 - 10:29 AM

Sounds like fun, have you made many maps before?
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#14 User is offline   Dr. Destructo Icon

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Posted 08 April 2008 - 11:06 AM

I've started a few but they never got finished (always decided they were crap & moved on with better ideas), so at least I know the ins & outs of the level editor.

I'll have a go blocking something out as a standard bf2 map (bf2 mod folder, objects in bf2 also) & post wips. Then if it's any good I'll resave as a poe2 map.

Are there any specific design issues for laying out CPs on a poe map? Eg. a certain radius, or player spawns a certain distance away?
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#15 User is offline   Ga-Knomboe Boy Icon

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Posted 08 April 2008 - 11:16 AM

Have a read of this thread, it explains all the PoE editor queries.

http://www.pointofex...d...t=0&start=0
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#16 User is offline   Illicitfilms Icon

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Posted 08 April 2008 - 09:51 PM

layout and concept looks good, get to work! :hammer:
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#17 User is offline   Heartburn Icon

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Posted 09 April 2008 - 07:13 PM

This NEEDS to be put into PoE2. Amazing job, Dr. Destructo!

~Heartburn
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#18 User is offline   Superliga Icon

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Posted 10 April 2008 - 08:12 PM

Actually Dr. Destructo has created what EA/DICE had promised us with BF2 in the first place, but they didn't manage to do it properly, so they quit the idea...

This is so brilliant that it for sure should be included in the mod as soon as possible, this would make PoE2 very unique :wub:
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#19 User is offline   Daarken Icon

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Posted 11 April 2008 - 06:04 PM

It looks great and promissing, however we do not use objects, models, statics, etc from sources that are outside of PoE's circle of developers.
So if Dr.Destructo wants his models and statics in game, he would have to apply and become a dev for PoE2.


So.. do it man!
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#20 User is offline   Dr. Destructo Icon

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Posted 12 April 2008 - 04:31 PM

i'd be honored to be a dev, but i know i'd be rubbish at it- i'll probably get sick of bf2 after this map & never touch the editor again (the load times are already driving me spare). let's see how this map goes & maybe you could give me some kind of contractor-like status?

here's the map so far, calling it 'depot' at the moment, & there's a few new models including a big truss bridge (an old model cleaned up & now uses just a 512x512 texture, non-destroyable):

Posted Image


couple of questions:

1. should the central truss bridge be single instead of a double road/rail layout? it could have the flag on the bridge itself (& not the island), & a train on it acting like a military objective (secure munitions cargo).

2. should i fill out the map with more of the stock bf2 buildings, or will they seem odd being non-destroyable while the consite flag areas are fully destroyable?
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