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| PR Community Modding : Discussion on PR community mod projects. |
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#101 |
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PR Contributor
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I don't understand how you did it ... you must have a special kind of editro which just absorbs the real world and converts it to PR.
I stil can't believe that it is not real ... OUTSTANDING! |
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#102 |
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PR Mapper Team
![]() Join Date: Nov 2005
United States of AmericaLocation: Feyzabad, Afghanistan
Posts: 2,426
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Thank you all for the kind words.
I'm a 3d effects artist by day and a very active weekend warrior by night (Airsoft/Milsim). One thing that has always bothered me is the very smooth hills and mountains you see in most maps. Which just playing airsoft I have never ran into this. So anytime someone stands on the top of one they stand out like a nipple. But in real life hills and mountain are hard and rocky (at least where I live and where my map is located). Its going to be really hard for the UK to spot a sniper or find where the RPG are coming from (simulate mortars) when you look into the hills. My hope is this map will be what PR is looking for. I know they are going to go for the larger maps but I think this one has a great play value about it. With out full team work the British wont make it. But a nice treat awaits them if they push the insurgents out of the valley. That treat will be in a form of an Apache. RedFox |
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#103 |
![]() ![]() Join Date: Sep 2007
Location: Central Connecticut
Posts: 579
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Where do I unzip this to?
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#104 |
![]() Join Date: Jan 2008
NorwayLocation: my house
Posts: 467
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really nice. I will try to get iGi hosting it once.
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#105 |
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PR Mapper Team
![]() Join Date: Nov 2005
United States of AmericaLocation: Feyzabad, Afghanistan
Posts: 2,426
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Unzip it to
..\Battlefield 2\mods\pr\levels Which should give you a folder ...\Battlefield 2\mods\pr\levels\khara <---khara If you folders end up looking like tihs ..\Battlefield 2\mods\pr\levels\PR_khara_V088\khara Just move the khara folder out to the levels folder to match this ...\Battlefield 2\mods\pr\levels\khara <---khara Then boot up PR @Zimmer : SWEET! I have yet to do any large player testing. If you do get it running I would like to hear if anything goes wrong. |
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Last edited by [R-DEV]CodeRedFox; 04-11-2008 at 02:13 PM..
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#106 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Solved the lag problem, whatever you did. Works great now.
The altimeter is always over 10000, though, is this supposed to happen? Surely the riverbed being 0m would be more appropriate? Still hate the undergrowth fields, could anyone pressure the DEVs into making more static fields for this map? One issue with the current minimap, there is an area in the mountains where the terrain seems to vary a lot in a small area, if this area was raised or lowered a few centimeters then it would fix the problem for when Clypp redoes the map. At the enterance to the brit main there is no pillbox type thing facing down the enterance corridor, so noone could easily defend it if they were asked to as the only building overlooking it does not give you a good shot. The static building there should also be replaced with an enterable one, with lots of rooms, as it seems a more appropriate structure to use for a main base and could be used for additional spawning places or weapons.... Other than these it looks really really good. So long as there is lots of places to hide it will work great, so perhaps a few LARGE basements too. Really really big ones. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#107 | |
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PR Contributor
![]() Join Date: Mar 2007
GermanyLocation: Munich,Bavaria
Posts: 902
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Quote:
so when you ly down and look over an edge you think only your head shows up but actually others will see your whole chest...perhaps your map improves this but it wont remove it | |
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#108 | |||||
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PR Mapper Team
![]() Join Date: Nov 2005
United States of AmericaLocation: Feyzabad, Afghanistan
Posts: 2,426
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#109 |
![]() Join Date: Sep 2007
GermanyLocation: Frankfurt (Main)
Posts: 1,586
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Yea, set the water level to around 0. The -100000 is really annoying.
One of the buildings appeared black to me - not the entire building, but most of it. Probably a problem with the shadow, or my graphics card - but its only this one building. (One of the non-village houses down there, where the two cars and the bike are) |
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#110 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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I think with a lot of destructible objects removed that the static fields may work better now.
Well done with the minimap, too, I thought Clypp made it. I really dont think one enterable building will keep the GB team occupied for the whole round, not when they could be fighting. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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