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Author Topic: Tarawa D-Day (1943)  (Read 18411 times)

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Filippo1995

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Re: Tarawa D-Day (1943)
« Reply #36 on: August 03, 2016, 10:32:14 AM »

And here's the eastern end of the island, it's quite well fortified so watch out guys!





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Filippo1995

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Re: Tarawa D-Day (1943)
« Reply #37 on: August 03, 2016, 10:35:03 AM »

And last but not least the depot sector just in front of Red Beach




Now I just have to put the sea obstacles, both wire and concrete/wooden blocks and some little extra surprise to enhance the realism.
I'll also test the FPS.
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Filippo1995

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Re: Tarawa D-Day (1943)
« Reply #38 on: August 03, 2016, 10:56:06 AM »

Ok I've just tested it, my PC handles it at an appreciable FPS, but I'll give you some numbers to let you understand the situation, consider that the original map had an actor.static of 52KB, mine is 257KB and all of them in a very small place.
However if you play it on the ground, using the Jeep with .50cal you'll experience a very nice battle and scenario since there are no 2D elements, moreover the FPS won't be too much affected. If they are a too much big problem I'll remove the sea fortifications so that the game will run smoother. Let me know your suggestions!
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max_thehitman

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Re: Tarawa D-Day (1943)
« Reply #39 on: August 06, 2016, 06:18:49 PM »

Any chance of adding more trees and foliage to some areas?
It looks kind of empty compared to the original films I saw of WW2 Tarawa.
 It did have more trees and foliage
towards the middle of the island with palm trees mixed in.

I think that since this is a pretty small island it will not effect too much the
fps in the game with more models in it.



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Zoran395

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Re: Tarawa D-Day (1943)
« Reply #40 on: August 06, 2016, 07:12:48 PM »

I think FPS problems are linked to using problematic objects (bad .msh files and so on), the density of objects (try to put too many buildings in a very large city, you cannot fly over it), possibly the number of different objects types you use in your map (good ones seem to have a smaller object set).

In my experience, actors.static is relevant when loading the map first, a big one would take a long time to load or a slow computer would fail to open the map. I use agkt_Karelia map as a reference,it has actors.static files between 6 and 7 MB. I would think you are ok with 257 kB.

You also have to think about who you would like the map to be for:
- Not so young computers often run by not so young enthusiast => FPS is critical to them.
- On-line players or interceptors/high level bomber minded => They tend to not care much about ground detail.
- IL-2 stock players => Using non-stock objects will be a problem for them.
- High spec PC owners who are also modders => you can throw anything at them.

I am in the last category. Although I do not have a monster of a PC, I built the machine last year and get 60 FPS easily. I am also only interested in Eastern Front where you fly very low and ground attack is the main activity. So level of detail, graphical gorgeousness (see VPMedia work) and historical accuracy are very important to me.
If I ever get to release anything it will be "4.12.3 CUP compliant" + "4.13 Asura DGEN ready" only. This solves the question of non-stock objects, puts the bar of PC performance quite high as well as the level of computer literacy required by future map users.

Alla prossima!
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Filippo1995

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Re: Tarawa D-Day (1943)
« Reply #41 on: August 07, 2016, 02:18:50 AM »

Thanks for the suggestion Zoran! My map is for people like you that really love historical accurancy and have high PC specs. The trouble is about the small size of the detailed sector, the actor.static size is almost the same of the one from the Okinawa map, but I have no choiches if I want to recreate the map at it's best I have to sacrify some FPS, however right now as I said before, my pc handles it quite well.

Dear Max you don't know how much I'd love to put trees everywhere like it was on the actual island, but I really fear for the FPS drop!
Mmmmh actually nothing holds me from trying to add them and see what happens!  ;D
I'll let you know, if the FPS do not drop way too much I'll keep all the new trees!

Now just one little question from me, I wonder why when I enable the "Water=4" mod the water becomes flat. Or better: the effects are perfect as they should, but the water doesn't follow the height of the map. So here's what it looks like ingame, basically the water is at 0 meters height when it should be at 5 or so meters. This things happens only in some maps, I'm really curious to understand what's the problem and if there's a solution.


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Filippo1995

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Re: Tarawa D-Day (1943)
« Reply #42 on: December 21, 2016, 02:53:52 PM »

Hi guys, sorry for the late reply, but I've been very busy in these months, however, here's a link to a beta version of the map

https://www.mediafire.com/file/h0n2cga9m6722lt/Tarawa_D-day.zip

There should be everything, if something is missing let me know.
A last note; since I've used many objects, be sure to check the map with the static.in checker.
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SAS~Bombsaway

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Re: Tarawa D-Day (1943)
« Reply #43 on: December 21, 2016, 04:54:48 PM »

Thank you. :)
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max_thehitman

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Re: Tarawa D-Day (1943)
« Reply #44 on: December 21, 2016, 04:59:56 PM »



SUPER !
Thank you Filippo1995!  8)

I will use your map with muc pleasure. It looks very realistic and historical
with all the things you have added to it.
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Filippo1995

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Re: Tarawa D-Day (1943)
« Reply #45 on: December 27, 2016, 02:17:03 AM »

Thank you very much for the kind words guys!!!
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nadvgia

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Re: Tarawa D-Day (1943)
« Reply #46 on: December 27, 2016, 02:35:26 AM »

Cool thanks
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Vihurah

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Re: Tarawa D-Day (1943)
« Reply #47 on: August 21, 2017, 03:32:19 PM »

its definitely an impressive feat to pack so much into 1 island. i myself have tried to replicate this before (met with FPS of a potato powered computer) on Normandy. what ive learned is to heavily fall back onto detailed textures in any area that doesn't require too many buildings. however you may already know this and im being redundant

in any case, amazing job and great commitment
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