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19 Jun 2019, 00:00:00 (PRT)
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Old 2018-01-21, 20:17   #51
Rabbit

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Default Re: [sp/coop] Ramadi [1k] [wip]

Currently lightmapping in the editor, no longer have 3ds.

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Old 2018-01-25, 01:18   #52
Rabbit

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Default Re: [sp/coop] Ramadi [1k] [wip]

Okay, lightmapped and made ins64. I hit the limit of my abilities so download is on first post.

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Old 2018-01-25, 02:28   #53
ALADE3N
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Default Re: [sp/coop] Ramadi [1k] [wip]

Are those the same road templates? they look similar

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Old 2018-01-25, 18:31   #54
[R-CON]​Fastjack
PR:BF2 Contributor

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Default Re: [sp/coop] Ramadi [1k] [wip]

I dont know what the reason could be but my editor still crashing after a shortwhile when i load ramadi.
Fresh Editor Install and setup doesn't help.

Cannot downtrack my problem very sad.
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Old 2018-01-25, 20:07   #55
Rabbit

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Default Re: [sp/coop] Ramadi [1k] [wip]

Quote:
Originally Posted by [R-CON]Fastjack View Post
I dont know what the reason could be but my editor still crashing after a shortwhile when i load ramadi.
Fresh Editor Install and setup doesn't help.

Cannot downtrack my problem very sad.
You unpacked all of the custom statics into your pr_edit?

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Old 2018-01-25, 23:28   #56
[R-CON]​Fastjack
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Default Re: [sp/coop] Ramadi [1k] [wip]

Yes It would also not crash the editor when i missed it. You retextured things right with bf2meshview?
Could it be that some of your custom content changes some pathes from the original object or something similiar? I turned of particles and other stuff you can render on/off. Isn't that my machine haven't enough power. I run out of ideas what it could be

I also dont think it the amount of objects in your map and i can load fallujah without any lagging or other problems. Also your Mesh Memory is lower as fallujah.
I can load all core maps from PR in the editor without problems.

As i said i can load it maybe 2 minutes in the Editor (depends what i do). Seems like moving to quick through the map cause it. That the only thing i came behind. Move fast and crash.

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But the map is really good for Deployment Insurgency when you not implement to much thermal assets. The long roads can be covered with smokenades so the AR's aren't OP when you play smart as insurgent or you go for an faction settup with ironsights.

Maybe this map doesn't work well for AAS but make 3 or 4 insurgency layers and we have the next 24/7 insurgency map.
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Old 2018-01-26, 09:48   #57
[R-DEV]​Outlawz7
PR:BF2 Developer

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Default Re: [sp/coop] Ramadi [1k] [wip]

Run debugger, get error
https://www.realitymod.com/forum/f38...-bf2-v1-x.html

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Old 2019-05-04, 18:31   #58
tmzlifestyle
Default Re: [sp/coop] Ramadi [1k] [wip]

Is this map still being worked out? The download link doesn't work any longer, can someone make it available again please?
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Old 2019-05-05, 14:10   #59
Rabbit

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Default Re: [sp/coop] Ramadi [1k] [wip]

Quote:
Originally Posted by tmzlifestyle View Post
Is this map still being worked out? The download link doesn't work any longer, can someone make it available again please?
To my knowledge it was never nav meshed.

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