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Old 08-31-2009, 04:19 AM   #21
[R-DEV]Rhino
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Default Re: [Map Tutorial] Overgrowth Field Placement

Quote:
Originally Posted by HughJass View Post
thanks rhino, also after extracting to the correct destination; go to pr_edit\objects\vegitation\pr\textures and throw rice_le, rice_le_lod, and rice_lod from the \textures folder in to pr_edit\objects\vegitation\pr\textures\fields

after I did that I got it working.
no thous textures should not be in the textures\fields\ folder they should be in the textures\ folder.


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Old 09-18-2009, 10:32 AM   #22
Megagoth1702
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Default Re: [Map Tutorial] Overgrowth Field Placement

Awesome!

Im not a modder but still this gives us so much more PR into the game! The fiels on quai for example always were useless, since we went prone, thought we're safe but still hot shot from a guy 200m away from us.

This is really what hiding stuff is all about. Thank you a lot for making this public, I hope all kinds of fields will get this "view range update" soon!

Use mumble nubs.


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Old 10-07-2009, 11:47 PM   #23
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Default Re: [Map Tutorial] Overgrowth Field Placement

same problem as eddierizla, this is annoying....


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Old 11-29-2009, 04:53 PM   #24
[R-DEV]Amok@ndy
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Default Re: [Map Tutorial] Overgrowth Field Placement

is there maybe a wheat grid in work or already exists ?


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Old 11-30-2009, 12:14 PM   #25
[R-DEV]Amok@ndy
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Default Re: [Map Tutorial] Overgrowth Field Placement

bumb ?
rhino ? will you create a wheat clump or can you give me the max and i will do it


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Old 11-30-2009, 12:19 PM   #26
[R-DEV]Rhino
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Default Re: [Map Tutorial] Overgrowth Field Placement

dont need the export scene to crate one really, you can work around it, but the texture work isn't strait forward, need multiple types of textures and they need some mipmap settings which I can't remember what they are off the top of my head

For now just paint down some undergrowth where you want the field and later on your can put them in.


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Old 08-28-2010, 08:19 AM   #27
[R-DEV]Rhino
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Arrow Re: [Map Tutorial] Overgrowth Field Placement

OP updated a tiny little bit with bits related to changes to the fields in v0.95

Basically the main point is that "corn_maize_clump_03" has been removed in v0.95. If you are using this field on your map, replace it with "corn_maize_clump_02" as they are excatly the same size etc and the new field should work well.

Also the Maize fields have been changed quite a bit for optimization reasons, they dont look as good as they now have far less polys and should be much better for your maps.

Also all the "_lod" versions of these fields have also been removed in v0.95 so if you do not use these fields 100% correctly as per the tutorial (ie, if you do not remove the "isOvergrowth 1" from all your fields and that you do not use them with the overgrowth tool, other than to place them) then your map will crash saying there is no _lod version of the field. But providing you use them correctly, there is no issues.

The main change to the fields thou is that they have all been optimized and they should give on average an extra 10fps of performance over there previous versions but so far we have only done initial testing and we will have to wait until we do some more testing and after v0.95 has been released to see how much they have been optimized.

Also In v0.95 I've added a new "Wheat" field to the bunch which you can place on your maps as you like






Cheers


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Old 08-28-2010, 05:08 PM   #28
[R-DEV]AFsoccer
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Default Re: [Map Tutorial] Overgrowth Field Placement

Excellent; I <3 you Rhino!



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Old 03-12-2011, 10:10 AM   #29
[R-CON]Wicca
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Default Re: [Map Tutorial] Overgrowth Field Placement

Nice one thanks


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