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#211 |
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Lol, IED paradise!
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Dutch Forces Supporter! |
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#212 |
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Retired PR Developer
![]() Join Date: Nov 2005
Location: ZZ9 Plural Z Alpha
Posts: 6,120
Blog Entries: 9
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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. |
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Last edited by CodeRedFox; 04-24-2008 at 04:46 AM..
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#213 |
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static caves, yeah, nice work, something that most BF2 maps lack of (and yes i know that its quite a lot of work)
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#215 |
![]() Join Date: Aug 2007
Posts: 2,621
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Looks nice! Only its too light, but i think you already know that.
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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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#216 |
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PR Developer
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Looking ace, redfox!
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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. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#217 |
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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 |
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#218 |
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PRSP Manager
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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. |
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#219 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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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. |
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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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#220 |
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German Forces Mod Leader
![]() Join Date: Mar 2007
Location: Munich,Bavaria
Posts: 1,654
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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 |
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| Tags |
| afganistan, khara, korengal, map, released, valley |
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