project reality header
Go Back   Project Reality Forums > News / Announcements > PR Highlights > PR Dev Journal Archives > 2009
26 Mar 2019, 00:00:00 (PRT)
Register Developer Blogs Project Reality Members List Search Today's Posts Mark Forums Read

Closed Thread
 
Thread Tools Display Modes
Old 2009-11-04, 13:20   #11
Adriaan
Retired PR Developer
Supporting Member

Adriaan's Avatar
Default Re: [Statics] The ACVs (Armoured Command Vehicles)

Quote:
Originally Posted by [R-DEV]Rhino View Post
yep, the US Army has had a budget increase so they can no afford to paint there Strykers in tan now
Ah, nice
I've always wondered why there were only olive-drab strykers

Adriaan is offline
Old 2009-11-04, 13:29   #12
Expendable Grunt

Expendable Grunt's Avatar
Send a message via ICQ to Expendable Grunt Send a message via AIM to Expendable Grunt Send a message via MSN to Expendable Grunt Send a message via Yahoo to Expendable Grunt
Default Re: [Statics] The ACVs (Armoured Command Vehicles)

\o/

Now for to command!

M.


Former [DM] captain.

The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
Expendable Grunt is offline
Old 2009-11-04, 13:30   #13
[R-DEV]​Outlawz7
PR:BF2 Developer

Outlawz7's Avatar
Default Re: [Statics] The ACVs (Armoured Command Vehicles)

Quote:
Originally Posted by Adriaan View Post
Ah, nice
I've always wondered why there were only olive-drab strykers
Because it was said before the 0.8 release (last year) that they don't use desert camo... :/

Outlawz7 is offline
Old 2009-11-04, 13:33   #14
Zrix
Supporting Member
PR Server License Administrator

Zrix's Avatar
Default Re: [Statics] The ACVs (Armoured Command Vehicles)

Pretty... pretty badass.

Too bad you can't take it for a trip to check out the front, but this will do fine to bring even more atmosphere to PR.

GJ Devs



Zrix is offline
Old 2009-11-04, 13:36   #15
Adriaan
Retired PR Developer
Supporting Member

Adriaan's Avatar
Default Re: [Statics] The ACVs (Armoured Command Vehicles)

Quote:
Originally Posted by [R-CON]Outlawz View Post
Because it was said before the 0.8 release (last year) that they don't use desert camo... :/
Nvm, i misread..

Adriaan is offline
Last edited by Adriaan; 2009-11-04 at 14:42..
Old 2009-11-04, 13:43   #16
[R-DEV]​Rhino
PR:BF2 Developer
Supporting Member

Rhino's Avatar
Default Re: [Statics] The ACVs (Armoured Command Vehicles)

Quote:
Originally Posted by [R-CON]Outlawz View Post
Because it was said before the 0.8 release (last year) that they don't use desert camo... :/
ye, it was also said that the Strykers would never have a tan camo for classified reasons but now they seem to be popping out.


Quote:
Originally Posted by Zrix View Post
Pretty... pretty badass.

Too bad you can't take it for a trip to check out the front, but this will do fine to bring even more atmosphere to PR.

GJ Devs
ye, main reason for it is it would be unrealistic for them to move during commanding a battle and not very good for gameplay if the commander was going on a joy ride when he was meant to be commanding

Rhino is offline
Old 2009-11-04, 13:59   #17
UncleSmek

UncleSmek's Avatar
Default Re: [Statics] The ACVs (Armoured Command Vehicles)

Awesomeness.
UncleSmek is offline
Old 2009-11-04, 14:00   #18
Jonny
Default Re: [Statics] The ACVs (Armoured Command Vehicles)

Quote:
Originally Posted by [R-DEV]Rhino View Post
Would be a lot of work and would increase the file size of the mod a lot, let alone would be difficult to pull off epically on woodland maps where there texture suffix is generic.
Bollocks, rhino.

Make the actual map a seperate texture, but DONT put it in any generic object zip file. To get a unique texture for each map you then need to load the texture via map-specific client file.

Also, sinse the texture will be the same name for each map, you can simply edit the batch file you use to pack the maps so that the texture needed is generated from the minimap directly. It can simply be a copy of the smallest minimap.

Looking at Qinling, I see the smallest is a 1024x1024 pixel, 406kB image. An extra 20 of those would add a tiny 8MB to the DL size. Compare that with a levels folder size of OVER 2000MB, and a total DL size which is probably over 3GB and the levels folder size is increased by 0.4%, probably less in reality because a 1024px image is very big for a small map that few people will see.


EDIT:
If for some retarded reason you need a generic texture loaded gnerally for this to work, thats no problem. You simply need appropriate texture suffixes on the map-loaded texture. Its really not hard on maps that already have a suffix, and you can very easily add a dummy suffix for other maps so that default textures are used except for this map texture. Simple.
Jonny is offline
Old 2009-11-04, 14:08   #19
MCI

MCI's Avatar
Default Re: [Statics] The ACVs (Armoured Command Vehicles)

I bet the CO tent will be filled with soldiers when you put that magazine in ^^

Seriously great job!

MCI is offline
Old 2009-11-04, 14:12   #20
[R-DEV]​Rhino
PR:BF2 Developer
Supporting Member

Rhino's Avatar
Default Re: [Statics] The ACVs (Armoured Command Vehicles)

Quote:
Originally Posted by Jonny View Post
Bollocks, rhino.

Make the actual map a seperate texture, but DONT put it in any generic object zip file. To get a unique texture for each map you then need to load the texture via map-specific client file.

Also, sinse the texture will be the same name for each map, you can simply edit the batch file you use to pack the maps so that the texture needed is generated from the minimap directly. It can simply be a copy of the smallest minimap.

Looking at Qinling, I see the smallest is a 1024x1024 pixel, 406kB image. An extra 20 of those would add a tiny 8MB to the DL size. Compare that with a levels folder size of OVER 2000MB, and a total DL size which is probably over 3GB and the levels folder size is increased by 0.4%, probably less in reality because a 1024px image is very big for a small map that few people will see.


EDIT:
If for some retarded reason you need a generic texture loaded gnerally for this to work, thats no problem. You simply need appropriate texture suffixes on the map-loaded texture. Its really not hard on maps that already have a suffix, and you can very easily add a dummy suffix for other maps so that default textures are used except for this map texture. Simple.
yes you can include the textures into each map but its a lot of work to start off with without even thinking of making each texture.

All the textures that contain the map put together upto 3.5mbs, times that by 25 and it comes to 87mbs, that's around the size of a map, and while not even 20mbs wouldn't seem small its much bigger than it sounds as if you keep on making little things like that go by the mod ends up being 20gbs.

If you make each of the textures for every map then I might consider it, keep in mind they need to be in full ISO map format.

Quote:
Originally Posted by MCI View Post
I bet the CO tent will be filled with soldiers when you put that magazine in ^^

Seriously great job!
it's already in the USMC tent since its that faction's prop

Just have to hope the other team dont wonder into the USMC main to try and nick it!

Rhino is offline
Closed Thread


Tags
acvs, armoured, command, static, statics, vehicles
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 09:14.