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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#11 |
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PR Mapper Team
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Scale 8 maps. - Official BF Editor Forums
Notice the date of that topic that I made, (posted in 2006). We have know the possibility of scale 8 maps for a long time, 4 years now. The fact is they are not really workable. For a starts you really only have 3 options with them: 1. a 100% water map (which is going to be your best result most likley) 2. a small island in the middle where the terrain still has a texture, but this is going to look like shit because the terrain is a 8x8m grid, textures are stretched to shit, and all just looks like crap as you can see on Seethed Waters 3. use "Static Terrain", to crate your land/islands which this in itself isn't very workable, can be done but anyone going to even think about undertaking this would need a bloody good understand of how BF2 maps work, have a very good understanding of making, exporting and coding statics as well as a lot of experience of it and some other stuff too and even then, the end result probably wouldn't be that grate. |
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#12 | |
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PR Coder Team
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1. God 2. Mosquil 3. Rhino | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. I will never forget that I am an American, fighting for freedom, responsible for my actions, and dedicated to the principles which made my country free. |
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#13 |
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PR Mapper Team
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Mosquil can only code, he dont know shit about modelling, statics etc to make a real decent modelled terrain.
I've seen his attempts and like I've told you before SD, they aint very good. |
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#14 |
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Deputy Lead Tester (EU)
![]() Join Date: Nov 2007
Location: Quang Tri Province
Posts: 5,661
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Well volunteered there Rhino, get to it! Well, you didn't rule God out aswell but I'm sure he/she is more involved in PR2.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!" |
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#15 |
![]() Join Date: May 2009
Location: Vancouver, BC
Posts: 130
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Why not scale down every single model in the game to half size. There, a 4km map is now a 8km map! Yaho!!
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#16 | |
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PR Mapper Team
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Main reason is because Bf2 only has some many decimal places of accuracy and making things smaller means you can't have things so accruate which would screw up loads of things, animations, placment etc, let alone talking about the work load required would be huge, not talking about just saying "50% scale of model, reexport and done", your talking re, positioning everything, every effect, every wheel, every barrel, every projectile, and then that's not even talking about the vBF2 models that we can't change. | |
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#17 |
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PR:BF2 Developer
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Because it is, scale 2 doesn't mean 2Km, it means 'multiplied by' and in this case it's 512x2 (Like Fallujah, Tad Sae, Road to Kyongan ni, Mestia), whereas 2Km maps are 1024x2. And yes Jalalabad and Mashtuur in vBF2 have 3/4 of the map unused.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "yesturday a steam server explowded and we lose alot of account infermation. to verify that you have steam i will need your username and password or your account will be deleted " |
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#18 |
![]() Join Date: Jun 2007
Posts: 3,941
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Have actually tried a 10x10km or similar static terrain map. It was simple, and had errors but it worked.
I see potential, but I don“t understand about mapping. |
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"And in the PR world ALL nations signed the treaty, now there " "Today's forecast calls for 30mm HE rain with a slight chance of hellfires" To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. oh, they're fire and forget all right...they're fired then they forget where the target is
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#19 | ||
![]() Join Date: Feb 2009
Posts: 1,462
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Quote:
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#20 |
![]() Join Date: Jul 2008
Location: North Carolina
Posts: 655
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i dont remember what map it was or who made it(maybe devils tower?), but whoever made it posted a video in the fourms as a WIP look at the map. In the video he flew a LB around the map to show it off and he pointed out just how much terrain would change when you got closer to it. it would go from diagonal lines with almost nothing between them, and as you got closer the terrain would swell outward from between them and form the mountainside and the road he was flying over. he went back and optimized the map, and flew the same pattern again. the lines and terrain were visable, and had less space to swell into when you got closer, but it was still pretty bad. he pointed out that if someone knew about this, i could be exploited. they could hide inside this area shoot out, and someone one the outside would just see a wall. you can already see some of this in current maps if your flying fast and low over the terrain, but its no where near as bad as what you see in the video. i would think that making a map more then 4kmx4km would make this problem worse.
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| features, map, page, seethed, sizes, waters |
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