project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Community Modding > Community Maps
PR Time:
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
Community Maps Maps created by PR community members.

Contact Support Team Frequently Asked Questions Register today!

Closed Thread
 
LinkBack Thread Tools Display Modes
Old 04-23-2008, 05:06 PM   #211
Sgt1_Jackson

Sgt1_Jackson's Avatar
Send a message via MSN to Sgt1_Jackson
Default

Lol, IED paradise!


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


Dutch Forces Supporter!

Sgt1_Jackson is offline
Old 04-24-2008, 04:32 AM   #212
CodeRedFox
Retired PR Developer

CodeRedFox's Avatar
Default

A few preview images, something new

WAY WAY WAY temp and beta.







This one, while now show has multiple levels. More will only be one.
CodeRedFox is offline
Last edited by CodeRedFox; 04-24-2008 at 04:46 AM..
Old 04-24-2008, 04:48 AM   #213
Maxfragg

Maxfragg's Avatar
Send a message via ICQ to Maxfragg Send a message via MSN to Maxfragg Send a message via Skype™ to Maxfragg
Default

static caves, yeah, nice work, something that most BF2 maps lack of (and yes i know that its quite a lot of work)


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
Maxfragg is offline
Old 04-24-2008, 04:56 AM   #214
CodeRedFox
Retired PR Developer

CodeRedFox's Avatar
Default

not only allot of work but because the bf2 engine doesn't allow custom meshes, cave systems have to be built at a 90 degree cut in the land geometry
CodeRedFox is offline
Old 04-24-2008, 05:37 AM   #215
Mora

Mora's Avatar
Default

Looks nice! Only its too light, but i think you already know that.


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.
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
Mora is offline
Old 04-24-2008, 05:45 AM   #216
[R-DEV]AfterDune
PR Developer
Supporting Member
PR Server License Administrator

[R-DEV]AfterDune's Avatar
Default

Looking ace, redfox!


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.



To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-DEV]AfterDune is online now
Old 04-24-2008, 05:54 AM   #217
Maxfragg

Maxfragg's Avatar
Send a message via ICQ to Maxfragg Send a message via MSN to Maxfragg Send a message via Skype™ to Maxfragg
Default

i know, to bad that the terrain maps of bf2 do not support holes (there are some engines, that also use graphic files for the heightmaps, but where you can simply paint thinks pink and get holes in the mesh by doing that, where you can put caves and tunnels in)

ofcause, the lightmaps have not yet been rendered and the cave should blend better with the surrounding terrain


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
Maxfragg is offline
Old 04-24-2008, 07:28 AM   #218
[R-DEV]Hans Martin Slayer
PRSP Manager
Supporting Member

[R-DEV]Hans Martin Slayer's Avatar
Send a message via Skype™ to [R-DEV]Hans Martin Slayer
Default

looks excellent!

makes my afghan map project look like crap, you have all the same ideas there, like fighting through a valley, cave systems etc.. you do the same things just in a quarter of the time i need and it looks way better..

keep up the great work man!

is there any chance we get to use the cave statics as well? at the moment i'm building my caves mostly out of stones, also i use cliffs and even tunnels as cover-ups here and there. works ok and looks quite nice in most places so far. but it's a shitload of work to allign everything correctly AND make it look realistic. and those statics of yours look so much better, especially the entrance!

also, since you're a pro in max - could you be bothered to make some more statics like the poppyfields? e.g. take the 50ms rice grid and make some variations out of it?
.. nvm if i'm asking too much, i know you put already a lot of time into this. but it can't hurt to ask.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-DEV]Hans Martin Slayer is offline
Old 04-24-2008, 07:29 AM   #219
Jonny

Jonny's Avatar
Default

For the caves I would suggest using a HUGE static hill, to hide the real part over the cave system, instead of the usual static over JUST the cave.

It should look a bit better if all the mountains are custom statics, too, they could be as detailed as you want.

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
Jonny is offline
Old 04-24-2008, 09:22 AM   #220
[R-DEV]marcoelnk
German Forces Mod Leader

[R-DEV]marcoelnk's Avatar
Default

damn ...i would have done this ages ago if i would know sth about 3dsmax....i found a way to make caves and tunnels in citymaps but its so much work...
keep it up mate


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-DEV]marcoelnk is offline
Closed Thread


Tags
afganistan, khara, korengal, map, released, valley
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 05:44 PM.


Powered by: vBulletin. ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2012, Project Reality.