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Old 06-04-2011, 07:37 AM   #11
dunno/be
Default Re: #11 Terrains and Scimitar 2

You can press L to turn that cross off/on when using the camera.sqs script.

(looking forward to 0.1, i would love to patrol 50% of the time and the rest build some bases and have contact with the enemy. Big maps please!)
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Old 06-04-2011, 07:50 AM   #12
sparks50
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Default Re: #11 Terrains and Scimitar 2

Nice work! I wonder how deep those rivers are, could become a laugh with everyone running around without gear after swimming^^
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Old 06-04-2011, 08:34 AM   #13
[R-DEV]Minimalaco
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Default Re: #11 Terrains and Scimitar 2

the rivers are deep enough for you to decide whether the bridge crosses, or runs out of weapons.

although there are areas that if they can cross without problems.



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Old 06-04-2011, 10:00 AM   #14
[R-DEV]Deadfast
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Default Re: #11 Terrains and Scimitar 2

Quote:
Originally Posted by puckett View Post
The trees in woodland look kind of cheap.
The trees are by no means final.
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Old 06-04-2011, 02:46 PM   #15
foxtwofive
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Default Re: #11 Terrains and Scimitar 2

Very Nice, hope there will be one more update before the release, with some game-play videos.

Playing BF2 PR Since 0.4
*CONIURATIONE FACTA*
"This is the calm before the storm, Armageddon dawn."

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Old 06-04-2011, 04:57 PM   #16
Lugnut

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Default Re: #11 Terrains and Scimitar 2

For a second there, I thought that braided river was a ski area. Schweeeet!
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Old 06-05-2011, 07:12 AM   #17
hobbnob

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Default Re: #11 Terrains and Scimitar 2

Quote:
Originally Posted by foxtwofive View Post
Very Nice, hope there will be one more update before the release, with some game-play videos.
There will be if they go according to plan, they're making a video about the new afghan village terrain


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Old 06-05-2011, 07:19 AM   #18
UK_Force
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Default Re: #11 Terrains and Scimitar 2

Please ensure you read the posts guys, before quoting things look cheap etc

These trees are placeholders for now, like all Terrain work you need a concept model to begin with.



Quote:
Originally Posted by [R-DEV]UK_Force View Post
Woodland Map (No Name yet & very WIP)

To add some balance to PR: ArmA2 our first woodland map has been started, an 8km by 8km Island style map. All still very WIP at the moment however and may look totally different as it progress's.

.
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Last edited by UK_Force; 06-06-2011 at 04:49 AM..
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Old 06-05-2011, 08:26 AM   #19
dtacs
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Default Re: #11 Terrains and Scimitar 2

Looking awesome guys. That Scimitar is an odd concept, can the driver also dismount out the rear or is it standard practice that the crew exit through the hatches?
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Old 06-05-2011, 07:18 PM   #20
Robert-The-Bruce
Default Re: #11 Terrains and Scimitar 2

Cool work, and a big thank you for keeping the updates rolling. It's really nice to see things developing over time.


Interesting stuff about the Scimitar 2. Are the turrets really the exact same as in the older Scimitar, or are they modified in any way?
Does that scimitar still have a handcranked, unstabilized, manually loaded RARDEN?
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