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#41 |
![]() Join Date: Mar 2010
Posts: 296
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That would be awesome man, I promise you this wont happen over night so you got plenty of time
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#42 |
![]() Join Date: Aug 2010
Posts: 829
Location: New York City
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Shovel009
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#43 | |
![]() Join Date: Mar 2010
Posts: 296
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Quote:
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#44 |
![]() Join Date: Mar 2010
Posts: 296
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Trying to figure the editor out, messing around with it placing buildings and discovering my options I keeping running into this error when attempting to preview certain objects.
Runtime Error! Program: C:\Program Files (x86)\EA Games\Battlefield 2\BF2Editor.exe R6025 -pure virtual function call and then BF2Editor crashes. |
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#45 |
![]() Join Date: Jul 2006
Posts: 1,686
Location: Project Reality Frontline
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I searched the thread for words like "Lock", "Ambush" and "Bottle". No positive results.
So I hope I'm not repeating what others might have pointed out using other words. However, should it be the case, my apologies. Just wanna say, that the map, from a planning wise perspective, seems close to Ejod Dessert, thus the map it self, doesn't seem to bring so much new challenge to the CO function. Any new content, therefore has to be faction-related. Ejod Dessert was/is a Simplicity-Complexity-Simplicity map. This map is the same, just the other way around. Complexity-Simplicity-Complexity, although the southern complexity - from the looks of it, seem lees complex than the northern part. It looks like a shooter map, more than a CO map, due to the fact the CO part is quite simple, when compared to the shooter part. Ill say 5-10 hours maximum, after having the timings made, then a experienced co-player, begin to run out of planning-wise options here. Also, the bottlenecks in the centre, being the bridge and stadium areas, are from a planning-perspective, almost sure to become important objectives, thus potentially repeatable objectives too. I hope my words doesn't sound hard or arrogant, they are not intended to sound like that. Its just that I have made tons of plans on PR maps, so unless the map has some underground passage, or randomly spawning, or randomly reinforcements-feature, 128 players+, - then the fun of the battle, will most probably end up being search/find/shoot/base-of-fire/assault-teams. Thus more 3D fun, not so much 2D fun. Looks cool though. |
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We who play these kinds of games are the first generation of war robot pilots.
Today we pilot a camera in 3D heaven. Tomorrow... To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#46 |
![]() Join Date: Aug 2010
Posts: 829
Location: New York City
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Shovel009
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#47 | ||||||
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PR:BF2 Developer
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Runtime Error! R6025-pure virtual function call - Official BF Editor Forums Also just on another unrelated point that has just come to mind, there is a good chance that the MEC is going to have some amphibious vehicles since most of there APCs etc are amphibious so you need to keep in mind that the MEC may be able to flank there APCs around the west side from one dock to the other if you put ramps in convenient locations for it. This is something you may or may not want but something to keep in mind. TBH since the Rebels are unlikely to have any amphibious APCs, or a very small number of them, I would let the MEC do it but not make it so convenient to them with them having to do a pretty long swim to get up etc. I can go into this more later if you want. Quote:
The key design around EJOD was a city bang in the middle of the two forces, with both forces having to cross an open desert to get there and with the option of flanking around both sides of the city as well in a mirror balance setup. This map couldn't be further from this concept if it tried tbh and I hope I don't need to go into all the reasons why... Quote:
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Looks good so far although don't get too carried away with making too many 3D details (although this model looks like it needs quite a few) and try and have a plan for how your going to do the LODs. Also rather than wire frames etc can you post edged faces and also you should keep your eye on the tri count, not poly count. In fact just read this topic http://www.realitymod.com/forum/f388...de-assets.html You should check the dimensions thou against what it needs to be in the map so your not stretching/squishing the model later to get it the right scale. | ||||||
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#48 |
![]() Join Date: Aug 2010
Posts: 829
Location: New York City
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![]() Here is the edged faces shot. 272 tris. Also, i have some sketches for my lods, the final lod has to be under 100 tris right? |
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Shovel009
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#49 |
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PR:BF2 Developer
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yep looks good so far, looks like you have everything welded up correctly and you should try to keep it that way.
And ye, final lod needs to be as few tris as you can possibly have it, tbh in this case your final lod could possible be only 3 tris (3 sided pyramid sticking up in the sky) but I can't tell for sure without doing the lods myself and if you did that you would probably have a huge black shadow left on the ground from where the foundation was and now missing so you would probably want to keep a low poly foundation too so call it 11 tris. Also you should really make a new separate topic on this staticobject. |
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#50 |
![]() Join Date: Aug 2010
Posts: 829
Location: New York City
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Shovel009
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Last edited by Shovel; 05-22-2011 at 12:29 PM..
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| 2km, benghazi, concept, liberation, map, wip |
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