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#41 |
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PR Mapper Team
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many of the things duckhunt has done, and why, is because it is what he is limited to with BF2 statics and the engine, doing them in the way you have suggested takes up a huge amount of time to crate new models, and system resources.
Taking a screenshot which its taken out in the wastelands area and calling most of the map like that, when only like less than 1/4 of the map is like that is kinda odd, hence you have not yet had time to walk around it. Always open to criticisms, just best to have them once having a full look at the situation etc. |
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#42 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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Yes, I am basing this off very limited knowlege of the map, but I still believe my point is valid.
Since all the statics used have already been made, skinned, etc, would it be worth it to arrange them in max into a building and re-import that as one model, without reskinning or remodeling anything? Then you would not have to place 15 statics per building, but one. Would the engine like this more? It could certainly simplify things for the server if you remade the collision mesh so that it was a little simpler. It could help the mapper too, not having to worry about placing all the walls individually for each building. |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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#43 |
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PR Mapper Team
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the engine would like it less, and so would the client since then it wouldn't be able to deal with the LODs as well, hence why the carrier is multiple piaces too.
and the fact that a new static mesh model needs to be loaded, far easier to work with existing ones that are just cloned. and importing a model into max leaves you with a bunch of smoothing errors etc, + modeling or remodeling a building in max takes a hell of alot more of time, effort and skill than setting them up in the editor. |
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#44 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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Well is there any chance we could see some doors opening onto the street instead of gates? This is the main issue I see from the minimap.
If there already are then can we see a lot more in the centre streets I posted SSs of? IMO it would really play well having an entire team moving down one street, going from house to house as they go, not knowing if there are IEDs waiting for them behind the next door and being very cramped in the houses instead of being able to run around in small courtyards. |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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#45 |
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PR:BF2 Developer
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Somehow it looks waaaay too smaller that the minimap posted before the summer, did the city get shrunk or completely redone?
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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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#46 |
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PR:BF2 Beta Test Team
![]() Join Date: Feb 2007
Posts: 1,176
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#47 |
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PR Mapper Team
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This is not just for you jonny
I suppose the PR team should be proud now that we are expected to make completley realistic maps from the community, I would take it as a compliment on the progress of our work rhino eh? Mate, given the time, I would create a map entirely out of enterable buildings, back to back, doors on the street all that jazz you are on about, I am capable of that and may well do it in the future, but the resources we have as mappers and the resouces players computer hardware have make it an unworkable option at the moment. The biggest complements I have received have been from community & team members who have served in Iraq while jonny was(probably) at college, stating how well they thought I had replicated the feel of the areas they had seen first hand, and giving me good tips to improve which I welcomed massivley. I would not spend over a year working on this if the fundamental layout of buildings was crappy, and I have strived for realism and immersion within the details and 'decoration'. The google earth image is a rough plan, I used photos for alot of the street stlyes. All the devs work progress over time, this is a massive step up for me from Al-Basrah, and my next creation will hopefully make this seem too vanilla. For now be content because I think as a mod there is no proper comparison to the type of game 0.8 plays out. There is some doors straight to street in the map, i dont have the game now so cant show but thats something you can look forward to discovering I suppose. If you are someone who has fair attention to detail and you obviously have the idea of what you want to see in a map, listen to the rhino and take up is 'do better' offer. Uni is the worst excuse ive ever heard! Thanks for comments il be around on the forums from time to time not sure how often il be at a place with net acess. Having a rockin time at bovvy all those who are going too! oh and I am just WAITING for someone to say "pff dont look much difference in those minimaps" |
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#48 |
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On the new minimap, we can see at the lower left coner a bunch of walls and other things. LoL.
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[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking." Hitperson:"well done, treasure it forever." [R-DEV]Rudd:"if a pidgeon lands on the phone line I lose internet for 3 days" [R-DEV]Chuc:"Pro man, pro." (yes, it was about me) [R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that." |
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#49 | |
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
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#50 |
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PR Mapper Team
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| fallujah, map, minimap |
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