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#21 | |
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PR:BF2 Contributor
![]() Join Date: Mar 2012
Posts: 1,076
Location: Porto
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Quote:
there are already some posts in PR:N made that say barbed wire but they are just the poles and have nothing to connect them, it would be useful to have a barbed wire to make barriers for infantry , and not have the whole wooden fence business also if you know BIA:Road to hill 30 or earned in blood you should know what i mean Started on the trench system a while ago, it will be a hard job to make it look good, probably it wond be that nice ill show some screens of various options after tommorow (national holiday | |
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#22 |
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Erm, those wooden fences Rudd refers to have col meshes setup so vehicles can drive thru, so the are not an obstacle to any vehicle. They are in objects\staticobjects\pr\fences\wooden_fences, you can take a look at their col meshes in editor if you want
Took a look at those fences from PN, but they are bundlemeshes (dont exactly know what that means), and they use custom Bfg textures, where i think i can do it with vanilla common textures. -lucky |
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#23 |
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PR:BF2 Lead Developer
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Don't think the bundledmesh barbed wire is still in the files. At least Theyre not used in any map, causethey caused issues.
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#24 |
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PR:BF2 Contributor
![]() Join Date: Mar 2012
Posts: 1,076
Location: Porto
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UPDATE:
been working on the trench system near brecourt manor added screens to the first post: it is not final but tell me what you think |
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#25 |
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PR:BF2 Lead Developer
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http://i.imgur.com/RfT7w.jpg
Don't use that camonet, it's really bad. Instead, use either the PR one in the vegitation folder, or use the camonets that come with Normandy (located in objects/staticobjects/CamouflageNets/). I think the trenches are a bit too dark. Not your "fault", it's just the color they have right now. I think we can make it a bit lighter, that way it looks better in an environment such as yours. They are so dark, because they were only used on Operation Overlord at first. We could make it a bit lighter, so it fits in the terrain better. Btw, did you try out the hexagon grass? Other than that, great job! |
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#26 | |
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PR:BF2 Contributor
![]() Join Date: Mar 2012
Posts: 1,076
Location: Porto
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Quote:
i tried to work with the current draker trenches, it would be nice to have some lighter ones but i dont think it is a grave matter i tried to blend them the best i could im not shure about the hexagon grass, it looks a bit weird and too geometrical in the editor maybe ingame its not that bad | |
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#27 |
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Project Normandy Contributor
![]() Join Date: Apr 2009
Posts: 4,064
Location: Quebec
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Well in game you don't really notice it since you're not above the terrain really.
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saXoni: LOL ME TOO uh no
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#28 |
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PR:BF2 Lead Developer
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Hexagon looks like this in-game: http://i.imgur.com/LXWfh.jpg
(couldn't find a better example straight away) |
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#29 |
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PR:BF2 Contributor
![]() Join Date: Mar 2012
Posts: 1,076
Location: Porto
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it looks good in large covered sufaces but im a bit worried with the inclines in the hedges, i would have to use one undergrowth type for the hedges and one for the open fields which will be a piece of work but ill see what i can do
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#30 |
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PR:BF2 Lead Developer
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Well, whatever looks good for you, we'll see how it goes
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| Tags |
| 2km, assault, brecourt, map, prn, wip |
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