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Old 05-12-2008, 02:34 PM   #61
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Re: Wuzhai Map

Again, teamlock your vehicles to remove the need to get in then out.

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Old 05-12-2008, 03:24 PM   #62

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Re: Wuzhai Map

Quote:
Originally Posted by Jonny View Post
Again, teamlock your vehicles to remove the need to get in then out.

Yeah I forgot - should have done it before uploading. btw this will kill your gfx card jonny - the west side has least trees so you might be ok over there. Anyone else - if you could give an idea of what gfx card you have if you have problems that would be cool. I particularly would like to hear what the lag is like ( if any ) in the forest in the top right corner. I changed all the trees from the screenshots, to PR trees to try and ruduce lag - hope its worked!
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Last edited by spacemanc; 05-12-2008 at 04:28 PM..
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Old 05-12-2008, 05:29 PM   #63
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Re: Wuzhai Map

I wouldn't mind seeing this as Russians vs Chinese.


KP still is the number one hottie, noobs.
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I'd do KP. Wouldn't everyone?
-e-Gor
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Old 05-12-2008, 06:19 PM   #64
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Re: Wuzhai Map

We dont have an MEC vs PLA map yet, could be a rouge MEC battalion needing to be taken down before they do too much damage to an important transport route...

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Old 05-12-2008, 07:56 PM   #65

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Re: Wuzhai Map

Im pretty much set on it being British or US Army vs China, but again apart from the Chinese side the opposing force can be a very late decision.

Ive been playing around for a bit tonight with the vegetation and I think some of the trees will be changed. Ive only just changed to the PR trees and the performance is much better but I dont like the some of the low detail models ( they show as lines at long distance ) It was worse with the 20m trees ( which I removed before I uploaded )and now its most apparent with the 15m trees so I may just go for 10m trees only - this will look better in some ways and worse in others - everythings a compromise! I know the files quite a big download due to it being 4km map, but it would be great to get some feedback.
Once I get some feedback, Ill rebuild by map and pretty much finalise my terrain and vegetation. Im pretty happy with it so far, apart from some minor tweaks which are needed, and all the minor flags have been planned. Im thinking of possibly making the other flags a nuclear warhead storage facility although it may change - anything as long as it involves large military structures/areas!
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Old 05-13-2008, 01:15 PM   #66

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Re: Wuzhai Map

After finding out about the Operation Barracuda map, Im now going to base my map on a chemical weapons production and storage facility.
Heres a basic paln Ive put together :



This is an example of one of the storage areas :



- there will be many of these and several designs spread around the North East corner forest. The production facility will have a few large buildings with lots of pipework and silos. The rest of the flags are self explanatory.

PS Surely someone can download the map and give me some feedback!!! :

4shared.com - online file sharing and storage - download wuzhai.7z
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Old 05-13-2008, 02:41 PM   #67
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Re: Wuzhai Map

Production and storage would be together for the most cost effective method.

Few silos, two at most would be used to store it as it would quickly be moved to more secure storage.

Choose your chemical and model a production facility based what it needs, ie water, oxygen, HCl, etc.

It needs good, but secure transport links (ie a good road with a big gate), a potentially large source of energy (ie its own power plant) and it needs defences if it is a military instalation. It will also need offices.

If you want to go with secure underground storage on this map too then you WILL need a really secure storage thingy, such as the underground bunker from Barracuda with multiple warehouses to the side openings, some filled almost totally with barrels or 'silos' and the rest being emptied into waiting trucks for the best effect on gameplay.

This facility will be the really secure bit in the centre of the whole production facility. It will have the heaviest, easiest to man defences and will be very near the centre of any barracks area you may or may not place.

I already downloaded the map but wont get chance to look untill thursday/friday/saturday.

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Old 05-14-2008, 07:26 PM   #68

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Re: Wuzhai Map

Quote:
Originally Posted by Jonny View Post
Production and storage would be together for the most cost effective method.

Few silos, two at most would be used to store it as it would quickly be moved to more secure storage.

Choose your chemical and model a production facility based what it needs, ie water, oxygen, HCl, etc.

It needs good, but secure transport links (ie a good road with a big gate), a potentially large source of energy (ie its own power plant) and it needs defences if it is a military instalation. It will also need offices.

If you want to go with secure underground storage on this map too then you WILL need a really secure storage thingy, such as the underground bunker from Barracuda with multiple warehouses to the side openings, some filled almost totally with barrels or 'silos' and the rest being emptied into waiting trucks for the best effect on gameplay.

This facility will be the really secure bit in the centre of the whole production facility. It will have the heaviest, easiest to man defences and will be very near the centre of any barracks area you may or may not place.

I already downloaded the map but wont get chance to look untill thursday/friday/saturday.
Ive had some of these ideas myself but you need to keep in mind loading times and lag. Im trying to get the most out of the least number of statics and trying to minimise lag for players ( bear in mind I want helicopters to play a key part in this map ) I could make a map which looks amazing using every static available, but it would be unplayable, which defeats the object really.
There are ways around it though. For the trees Ive been experimenting with hexagon formations ( similar to some undergrowth meshes ) and in game it gives quite a good illusion of thick forest whilst minimising lag - thats just one thing out of many Im trying atm and its going quite well.
My aim is to have thick forests and large industrial areas that you can actually fly over without getting lag.
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Old 05-14-2008, 07:36 PM   #69

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Re: Wuzhai Map

If you are going to include attack choppers you might want to rise the view distance a little more. I know you want to keep it foggy and you can keep it that way, just rise the view distance to like what kashan is now.

Also can you change to color of the fog to the same color as the skybox has? i am no mapper but i think it will look better because if you now look at a big hill in the distance it looks strange.

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Old 05-14-2008, 08:09 PM   #70

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Re: Wuzhai Map

Quote:
Originally Posted by Mora View Post
If you are going to include attack choppers you might want to rise the view distance a little more. I know you want to keep it foggy and you can keep it that way, just rise the view distance to like what kashan is now.

Also can you change to color of the fog to the same color as the skybox has? i am no mapper but i think it will look better because if you now look at a big hill in the distance it looks strange.
Wow! Feedback!! Thanks Mora!

The fog is set at the skybox colour. Ill continue to play with view distances as the map develops, but its already quite high ( 800 i think ) Ill try and increase it more and see how it goes. It wont increase the view distance of any objects due to the fog, but it should make the mountain "pop up " less apparent as you can see this though the fog.
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