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#41 | |
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PR:BF2 Developer
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If you work out exactly what you need in terms of waterplanes, ie, make all the areas you need them in, make place holder ones for now and then give me a minimap of your map with the water colour being something like orange and remove your sea water, that will be the simplest way to do it but for now, just work on getting all your canals etc done and use as much sea water for them as you can. | |
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#42 |
![]() Join Date: Nov 2007
Posts: 90
Location: Montreal
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Hehe,
I've followed your suggestion and have made some modification to the terrain so my irrigation canals use the "sea" for their water. As for the reservoir there is no going around that. It uses 42 (21 units x 2 rows) type 128 Quinling water planes. I guess the easiest way to optimize this would be to make better 128 Quinling water planes. You could try to make 1 big one but I've offset some to get the right geometry. If you think that would be the best way I can provide the screenshoot. Nix |
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#43 |
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PR:BF2 Developer
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ye one big one is most likely the best solution.
Worry about that when your in the final stages of the map. |
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#44 |
![]() Join Date: Sep 2009
Posts: 89
Location: Travelling through South America
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This map really looks promissing. I've taken a closer look on Google Earth, and this particular place has some obvious and very cool aspects. I'm sure this could be a fine contribution for PR - Keep up the good work!
A bit off topic: Someone (meaning guy-with-spare-time-and-sculpting-know-how) should really do some buildings and and tall walls in this Afghan, muddy-style. It would really help any Afghan map. |
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Why do something today, when you can not do it tomorrow
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#45 |
![]() Join Date: Nov 2007
Posts: 90
Location: Montreal
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@ TheAssProtectors.Nr1: Thanks mate
@ [R-DEV]Rhino: Rgr mate hope you will have time to help me out Few more questions also:
Cheers, Nix |
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#46 |
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PR:BF2 Developer
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1. I know what you mean but never seen it as a problem ingame but that might be due to small VDs but I think if it was a problem, we would have seen it.
2. those are the v2 afghan buildings which are being phased out due mainly to performance problems, don't use them and focus on other areas you can. 3. I think so but can't tell you off the top of my head. Look under the tools menu etc might find something there but not sure why you would want to do this anyways? 4. not sure but its very simple, basically you just put down ammo caches as vehicle spawn that are attached to a team 1 flag and spawn for team 1 (with team 1 being ins/Taliban etc) and the python code dose the rest, but you shouldn't be even thinking about doing that at this stage, GPOs are done in the very final stages of a map. 5. Yes, dunno if you ever played Korengal Valley in its old versions, think the current might also have it but not sure on that. |
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#47 |
![]() Join Date: Nov 2007
Posts: 90
Location: Montreal
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For 3: Because I am using the road tool to make the walls/burms in my fields and I would like them to be all 1m high.
For 4: want to setup just a few points so I can see my map ingame For 5: Yeah now I remember, would be since to have the code of that map (where can I d/l the old version w/o d/l the whole mod?) |
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#48 |
![]() Join Date: Feb 2011
Posts: 135
Location: London
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Quick question: Are there more afhgan buildings being phased in?
More buildings in PR and a few overhauls on the maps that would need them would work wonders in my opinion |
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New Active Clan. Find us on the PRTA TeamSpeak! We are Red Company! A fresh clan in the PR-verse looking to expand! Come join us
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#49 | |||
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PR:BF2 Developer
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4. ye rgr, all you need to look at your map ingame is two flags, one for each team and some spawn points, don't need any caches or flags to attack 5. its nothing new just a normal AAS flag in ins, as the AAS code is loaded in ins, just isn't used on many maps. Quote:
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If we can we will but the new statics are focused on the new maps. | |||
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#50 |
![]() Join Date: Nov 2007
Posts: 90
Location: Montreal
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What about the lightmaps, undergrowth and all that other stuff... ?
I've got most of my roads finished, textures, terrain and light/water settings that I would like to see in-game. Is that sufficient or I need to finish the rest before I pack the map? Cheers, Nix |
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| 4km, dahla, dam, map, wip |
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