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#121 |
![]() Join Date: Jan 2007
Location: Bloomington IN
Posts: 1,590
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i meant by this:
"Now first off, I know many of you would like these kinda maps but for now, just use normal maps to keep the flow, at some point in the future we may do this to all PR maps but it requires alot of work and detail needed adding to it that its simply better to generate a good minimap" so are you talking about terrain or the flow? i'm sorry if i come off stupid. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Rhino, that's wrong. -Jaymz |
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#122 |
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Lead Forum Moderator
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...that's probably the longest post I've ever seen.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [17:01] [R-DEV]OkitaMakoto: Id suck your bunny, yeah |
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#123 | |
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PR Mapper Team
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most of it is pics thou, this is probaly the longest post ive ever made: http://www.realitymod.com/forum/f189...map-audit.html That took me a few days to type that all up, this one only a few hrs | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#124 |
![]() Join Date: Oct 2007
Location: Under my desk
Posts: 2,549
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that, my good sir, is the pickiest, longest, most constructive, screenshot overloaded post I have ever SEEN. I hope i get something like this when im done with dragons mouth, this is like a dream come true
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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. |
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#125 | |
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PR Mapper Team
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I think i drove taxi almost to the point of insanity once with them, he started screaming in the night "nooo, not anouther rhino list!" | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#126 |
![]() Join Date: Aug 2007
Posts: 315
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Rhino doesn't **** around
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#127 |
![]() Join Date: Apr 2008
Location: ATX
Posts: 130
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This map looks really great. I loved the fallen oil cisterns (maybe they were just clean water cisterns rhino!) and the broken bridge pieces needed a little revising but I think they would be great as cover in the river bed. The merlin does seem out of place. I was thinking that a transport littlebird (2?) would make this map awesome. It could hover easily over mountain areas as the troops jumped off. In fact, you could scrap the apache entirely and have a littlebird gunship! (i love lilbirds) Also, the rock inside the house is perfect...a terrible rock slide occured...
When I get back to a good computer tomorrow I will definitely download this map and check it out! |
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#128 |
![]() Join Date: Jan 2007
Location: Quebec, Canada
Posts: 939
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Quick, listen to Rhino and smoothen your terrain before all those evil sunked trees start throwing glowing rocks at you !
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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. |
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#129 |
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Mapping Manager
![]() Join Date: Nov 2005
Location: ZZ9 Plural Z Alpha
Posts: 5,765
Blog Entries: 7
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Well first let me say Rhino where do I send the "testers" check to? Thank you for the wonderful list and images to go with it. I have been gone on a trip and just got back...I think I needed a good few days away from the computer and this map
I'll try to keep my questions and answers back short : Tress rocks and houses placements, yeah I know there are F'd up need to do a bit of work. I did a mass replacement of them a while ago from the PR destroyables and never got around to replacing them all. Major lighting issues, happen after a crash. The textures issues, yeah I have some major issues with them as well and after this trip I took I may create my own. My texture library is quite huge so this wont be a HUGE problem. The ripples on the mountains, It didn't really bother me until someone pointed it out, now it drives me nuts. smooth and a re randomize will look a hell of a lot better! The surrounding terrain, I had a bug with them and threw these in at the last minute. The walls, I'll have to check them out, anything to make the map more authentic. Mini-map, I haven't gone back to fix it and switching it out to a normal minimap is easy. I'm all for removing the Merlin and having the Brits fight there way up the hills! In fact I'm creating more trails up the hills for its not a one way fight. Or add a different heli, but it needs to be British. AGAIN thank you for the fine review of the map, its always takes someone whos not involved to point out the real problem! To DO list - Overall Default low detail map - Look for a better one - Fog issues (darker) - Fix pixel low deatil issues - Remove contor map style (later use in PR) - Lock vehicles (wait until end) - Add road where needed - Find map gaps and jagged meshes (Operation fix the jaggies) - Create or replace most ground textures (check for Afgan ref's) - Look into TreeAmbientColor - Check all ledges and smooth - look at all trees and placements - Walls: replace with PR afgan walls, fix banks of dirt, add pillers, - Check all PCO's - all flags need to be removed (not for British) Crops : - Rock within crops - Scale the Crop sways down - Crops should use hexagon mesh - Look into OVergroth for crops -Sourounding terrain : - fix low detail texure - Lighting issues British Base : - spawn point need to be move around (to make sence) - radio tower have UV issues - portar cabins -> use PR portar cabin - Remove strange crator - Remove Office building - Change/remove vehicle shelters - Remove Saxon - JCB wear and tear - Hesco bunkers need ladders and MG's - Add road where needed (out of base) - old buggy razorwise - Red car crash (other way dummy) British Outpost : - Remove/Rethink M95 - look into sand bag joints and ends - Land Mesh smoothing - old tent model - Remove ladder - Check out mpore road textures - Road needs more smothing - Crashed rock needs to be fixed/placement Valley : - Look at houses and fix there locations - Houses, fix intersects - Rock within crops - Rough up the crops ground - Crops should use hexagon mesh - River mesh fixes - river textures fixes - Add rocks to bridge - rethink town buildings - add (Road) to both sides of valley - Ladder fixes - Check broken bridges and rethink - rethink oil cisterns --> new object? Hills: - Add cave system (needs testing) - Look at all undergrowth locations on hills - Smooth path and burm - Check undergroth areas as well - shrink UG rock sizes - Check all trees (lighting issues) - check all village placements Will tkae me a few days, I'll get back to you all |
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Last edited by [R-DEV]CodeRedFox; 04-16-2008 at 01:04 AM..
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#130 |
![]() Join Date: Jun 2007
Location: Bat Country
Posts: 205
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Wow dude very impressive
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There he goes. One of God's own prototypes.
A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die. |
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| afganistan, khara, korengal, map, released, valley |
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