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Old 04-29-2012, 05:41 PM   #21
[R-CON]rodrigoma
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Quote:
Originally Posted by lucky.BOY View Post
I went through the files and didnt find anything like that in there, and would do it, i just need dimensions, because from that picture its really hard to see. I need heigh and interval between two posts, rodrigoma, please.
Also i would make it with 4-sided posts, not these tree branches like on the picture, but i think it wont matter

-lucky
hey
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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Old 04-29-2012, 06:12 PM   #22
lucky.BOY
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

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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Old 04-30-2012, 01:50 AM   #23
[R-DEV]AfterDune
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

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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Old 05-01-2012, 05:32 AM   #24
[R-CON]rodrigoma
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

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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Old 05-01-2012, 05:57 AM   #25
[R-DEV]AfterDune
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

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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Old 05-01-2012, 09:07 AM   #26
[R-CON]rodrigoma
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Quote:
Originally Posted by [R-DEV]AfterDune View Post
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!
I have changed the camo nets, you where right they look much better
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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Old 05-01-2012, 09:20 AM   #27
Pvt.LHeureux
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Well in game you don't really notice it since you're not above the terrain really.


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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Old 05-01-2012, 10:38 AM   #28
[R-DEV]AfterDune
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Hexagon looks like this in-game: http://i.imgur.com/LXWfh.jpg
(couldn't find a better example straight away)


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Old 05-01-2012, 01:59 PM   #29
[R-CON]rodrigoma
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

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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Old 05-01-2012, 02:25 PM   #30
[R-DEV]AfterDune
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Well, whatever looks good for you, we'll see how it goes .


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