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| PR Community Modding : Discussion on PR community mod projects. |
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#41 |
![]() Join Date: Mar 2008
United KingdomLocation: Manchester
Posts: 1,002
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Ive got all the vegetation down and it looks even better. Ive started trying to build some roads, but its quite difficult as its scale 4 so each vertex is 4m and the terrain is very hilly. Anyone know what the differences between 2048 scale 2 and 1024 scale 4 are? Does it cause longer load times on the final game? If it doesnt I might remake it as 2048 s2 to give me a bit more control over the textures and terrain.
http://img237.imageshack.us/img237/7...n008ws2.th.jpg http://img292.imageshack.us/img292/1...n006rn5.th.jpg ![]() ![]() |
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Last edited by spacemanc; 05-10-2008 at 02:09 PM..
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#42 |
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Re: Wuzhai Map
Nice one realy like it reminds me to a big vers. of steelthunder.
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#43 |
![]() Join Date: Mar 2008
United KingdomLocation: Manchester
Posts: 1,002
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Re: Wuzhai Map
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#44 |
![]() Join Date: Apr 2007
NetherlandsPosts: 843
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Re: Wuzhai Map
this map is verry well made!
*I would like to see warrior apc's and Commander trucks , and Land Rovers only available if you build up Bunkers and Firebases |
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#45 |
![]() Join Date: Aug 2007
NetherlandsLocation: Groningen
Posts: 1,546
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Re: Wuzhai Map
Is the cobra going to stay there or is it just for showing map the map?
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#46 | ||
![]() Join Date: Mar 2008
United KingdomLocation: Manchester
Posts: 1,002
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Re: Wuzhai Map
Quote:
Im considering making it Briish v whoever not sure yet - ill upload a file shortly at you can try it out. Quote:
Ive gone off the original missile site idea slightly. The terrain is really nice so most things will stay, but im thinking up new scenarios and flag sites atm. | ||
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#47 |
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Re: Wuzhai Map
Make it us the british allready have Qinling and let the cobra there
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#48 |
![]() Join Date: Aug 2007
NetherlandsLocation: Groningen
Posts: 1,546
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Re: Wuzhai Map
Actually there are no cobras on qinling, the British army is using apaches, and so is the US army. So if your going to put a attack chopper on this map it would be a apache.
Unless its the usmc you put on this map. |
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#49 | |
![]() Join Date: Mar 2008
United KingdomLocation: Manchester
Posts: 1,002
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Re: Wuzhai Map
Quote:
All these things are a long long way off anyway, and the last decsions Ill be making. Its a 4km map so everything takes ages. For example, roads which Im doing now, will be about 20km! Each one has to be planned around the terrain like a real life road ( and this is no kashan! ) It then has to be created, the terrain adjusted, bridges/cuttings added, the road smoothed, all the undergrowth removed, and all the overgrowth removed. Even then it all has to be fine tuned by going over and over it in game, which isnt easy when each square of the mesh covers 4m in game. This map is going to take me months and months, but it will be worth it in the end | |
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#50 |
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Re: Wuzhai Map
i'm impressed, looks lovely.
Did you go off the missle site idea cuz of what Rhino posted regarding triggerable objects on the newer maps they are making? (Barracuda?) |
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Respect the R-Staff, they are pretty...pretty badass
so, if you don't like PR, get a refund
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