Squad
Hrodna Border
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Update: 3 Aug @ 5:43pm

Hotfix

Known Issues with current build:

- Floating Pipes I-5 4 9
- Floating roads G-7 4 7
- Broken collision on sewer entrance skirts in H5
- Some floating walls around the SW highlands area
- New gas station area missing ladders and some ornamental props.
- AC units clipping through roof in Duty Free shops.
- Floating barricades F-5 2 2
- Missing Wheat D-5 6 7

Update: 3 Aug @ 4:10pm

Huge update.


- Added by popular request an AAS layer that runs invariably along the central highway. (AAS v2)
- Added Invasion v2, Simulates the initial Russian invasion of the Polish side, first points are the Polish customs, and ends towards the NW corner of map.
- Added KOTH v2, v3 and seed. V2 AO is in the woods around bruzgi and quarry. V3 AO is the central border crossing complex. Seed is in the Polish side of the border crossing.
- Added the gas stations and food packing facility at 53°32'24"N 23°41'44"E
- Added the abandoned rail line at 53°33'17"N 23°40'07"E. Took quite a few creative liberties.
- Added the duty free shops on the Belarusian side at 53°31'25"N 23°39'48"E. Again it is fairly fictionalized.
- Added the little strip mall located at 53°31'10"N 23°39'15"E and spruced up the entrance a bit.
- Added a fun surprise underneath the Polish border checkpoint.
- Added a bunch of small estates around Bruzgi and Quarry to help with the flow of the area and to make the area a better host for KOTH.
- Completely redid the woods North of the border crossing to help with the flow of the map and make it feel a little less ignored.
- Redid the woods around the polish side of the Lososna river to aid with the flow of the map.
- Redid communications tower to feel a little less ignored.
- Added doors to the vanilla industrial building at Abandoned Cargo Terminal so they aren't just an annoying dead end.
- Added Ultrawide loading screen image.

- Fixed missing deployables dealer for Redfor in KOTH v1.
- Fixed AAS bleed.
- Fixed Loggings walls to feel more natural.
- Fixed a ton of minor things I probably forgot about.

Update: 29 May @ 11:01pm

Fixed gas station convenience store's UV's

Fixed KOTH assets in main level.

Updated KOTH SDK to 1.3

Cleaned up a TON of materials. Many unique materials were consolidated to provide better performance.

Replaced the concrete material that had no assigned physmat.

Some of the custom buildings now have baked materials at the highest lod to cut down on material slots and subsequently draw calls.

Cleaned up foliage and assets around Kuznica to help performance.

Replaced wheat with haybales around Kuznica to help performance.

Replaced road lanscape splines around Kuznica with asphalt landscape layer to help performance.

Immediately backtracked all those performance gains by increasing cull distance so helis can see through buildings less.

Decreased heli ceiling to 200m altitude to help with helis being able to see through buildings.

Added some more interesting cover to Kuznica Industrial.

Cleaned up some random models.





Update: 29 May @ 10:09pm

stuff

Update: 24 May @ 5:05am

Redid a couple of the wilderness areas around quarry.

Smoothed out a lot of terrain and cleaned up a lot of rocks to make the map less hostile to vehicles.

Fixed some clipping issues around Kuznica station (Thanks for reporting these ♣Генерал Дукалис♣, more fixes will come in later updates)

Made an inaccurate replica of the real life counterpart of the building SE of the train station.

Did some optimization around Kuznica including consolidating materials so a lot of the buildings and stuff have new materials.

Some other minor things i probably forgot about

Known issues with this build;

Bruzhi gas station interior texture uv is stretched

New concrete material doesnt have physmat attached causing bullets to not have collision on surfaces w material.

Floating foliage around powerlines near quarry

Colors on train station look ugly

Cull distance allows helis to see through buildings, heli ceiling will be lowered (Thanks for reporting this Frosty!)

I accidentally placed the koth shops in the main level, causing all layers to reference koth stuff

fat fingered the ind main into the main level as well.

Update: 24 May @ 4:35am

test

Update: 24 May @ 3:33am

Lots of stuff

Update: 9 May @ 3:52am

KOTH layer (adminchangelayer Hrodna_Border_KOTH, requires KOTH mod ofc)

Smoothed out many swales irrigation trenches and washes to make the terrain more forgiving for vehicles.

Cleared out rocks in some areas for the reason above.

Gave Entrenchment a fresh coat of paint.

Redid grasstype, rock material, and grass landscape material mostly to differentiate from Goro and give Hrodna a more unique identity.

Removed Smugglers Crossing, Tolcze, Powerlines, and Novodel as caps for RAASv1 and SPM RAASv2, too close to border of map.

First 2 caps have been set to precapped on most SPM layers excluding a couple night layers.

Added some minor pieces of cover in various parts of the map, mostly around the gas terminal and Nowodziel.

Cleaned up a bit of foliage.

Update: 9 May @ 1:07am

test3

Update: 9 May @ 12:42am

test2