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Old 12-04-2009, 01:50 AM   #21
Bellator
Default Re: [Statics] FARC hideouts

It has to be reached with a knife, and I dont think it can be if its inside.
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Last edited by Bellator; 12-04-2009 at 02:00 AM..
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Old 12-04-2009, 03:32 AM   #22
[R-DEV]motherdear
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Default Re: [Statics] FARC hideouts

the glossy effect is probably controlled by the alpha map in the detail texture m8, so try and change that a bit and see if it changes things.

also the material it has ingame might have an effect, but you would need to ask an importer about that.

but one of those 2 things it could be, it has to do with the specular.


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Old 12-04-2009, 04:51 AM   #23
[R-COM]Glimmerman
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Default Re: [Statics] FARC hideouts

I really like it, but like mentioned, wheres the radio?

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Glimmer


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Old 12-04-2009, 06:49 AM   #24
cagumelo
Default Re: [Statics] FARC hideouts

where the commander will be? in those holes?
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Old 12-04-2009, 06:55 AM   #25
Snazz
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Default Re: [Statics] FARC hideouts

A trap door/hatch of some sorts would probably look better than a shallow hole, but it's coming along nicely.
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Old 12-04-2009, 07:02 AM   #26
Claymore
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Default Re: [Statics] FARC hideouts

Very nice hideout
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Old 12-04-2009, 09:52 AM   #27
A_Grounded_Pilot

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Default Re: [Statics] FARC hideouts

Can you adjust the model so that the actual hole goes all the way through and is angled like a real tunnel entrance? That way you could have two models, one with a radio and one without. The one with the radio would be a deployable hideout, and the one without the radio would be a mapper placed static to serve as a realistic entrance for tunnels on the maps. As a Brazilian soldier, you'd never know what you were in for when you stumbled upon one of these things. Is is just stabbety stab stab and I'm done, or do I have to pull out the .45 and clear out a whole subterranean compound? I won't know until I get up close and take a look.
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Old 12-04-2009, 12:58 PM   #28
[R-CON]Salmonella
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Default Re: [Statics] FARC hideouts

Quote:
Originally Posted by [R-DEV]motherdear View Post
the glossy effect ....
yes, its already solved, its just a shader setting that I wasn't aware.
Quote:
Originally Posted by cagumelo View Post
where the commander will be? in those holes?
no, for farc camp I´m planning other cool stuffs.
Quote:
Originally Posted by Snazz View Post
A trap door/hatch of some sorts would probably look better than a shallow hole, but it's coming along nicely.
I've never been on a farc tunnel, but based on pics it is just holes in the ground with wooden cover.
Quote:
Originally Posted by A_Grounded_Pilot View Post
Can you adjust the model so that the actual hole goes all the way through and is angled like a real tunnel entrance?
It was one of my first toughts, something like the Chechens tunnels in Koselsk, but then I thought this kind of tunnel could become a unfair defensive position, furthermore, there will be sereval better places to hide in the jungle...

BTW- Radio added

Wreck geometry
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Last edited by [R-CON]Salmonella; 12-04-2009 at 01:23 PM..
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Old 12-04-2009, 01:30 PM   #29
=ice= siggi

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Default Re: [Statics] FARC hideouts

looking great


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Old 12-04-2009, 02:07 PM   #30
Bellator
Default Re: [Statics] FARC hideouts

Quote:
I've never been on a farc tunnel, but based on pics it is just holes in the ground with wooden cover.
But then again, in real life, FARC tunnels probably aren't shallow holes. I don't think its a major deviation from those pics. I'm sure some tunnels have hatches. It would hide the limitations of the engine a little better.
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Last edited by Bellator; 12-04-2009 at 02:16 PM..
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