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Old 2018-01-15, 07:45   #41
agus92
Default Re: [sp/coop] Ramadi [1k] [wip]

Quote:
Originally Posted by Rabbit View Post
https://www.youtube.com/watch?v=01QqFN_E66w&t=1s how and when. That is the attack on the ramadi inn, 2 other attacks happened at the same time at different locations.
Holy shit! Rabbit, how can you play INS without PTSD? I won't look at a Gary truck the same way...
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Old 2018-01-15, 14:51   #42
Acecombatzer0

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Default Re: [sp/coop] Ramadi [1k] [wip]

Will it be a USMC map or an Army map? Since there was both

CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
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Old 2018-01-15, 15:05   #43
Rabbit

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Default Re: [sp/coop] Ramadi [1k] [wip]

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Originally Posted by Acecombatzer0 View Post
Will it be a USMC map or an Army map? Since there was both
It was a US Army section but I dont see any reason why the USMC cannot have their own layer. Any idea what kind of assets the Marines had there?

Download links added to OP.

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Old 2018-01-16, 02:02   #44
Acecombatzer0

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Default Re: [sp/coop] Ramadi [1k] [wip]

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Originally Posted by Rabbit View Post
Any idea what kind of assets the Marines had there?
From my limited research, it looks like the Army had the heavier assets there, so it be best to give the USMC the INF layer of the map; Like 240 Humvees and so on

CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
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Old 2018-01-17, 15:26   #45
Rabbit

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Default Re: [sp/coop] Ramadi [1k] [wip]

Okay, been playing with objects, and removed around 400, hopefully I am falling into a more playable area for the map. Currently trying to get my hands on a couple vehicle .psds for some new textures.

Ramadi
Objects:9387
Unique Objects:275
Dynamic Objects:92


Fallujah
Objects:9133
Unique Objects:435
Dynamic Objects:195

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Old 2018-01-18, 22:12   #46
[R-CON]​Fastjack
PR:BF2 Contributor

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Default Re: [sp/coop] Ramadi [1k] [wip]

You also updated the last version as download?

I have some trouble running Ramadi in my editor. It runs for 5 minutes and than ...

https://imgur.com/a/WCbIn
I will redownload a newer version maybe my first DL is corrupted.
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Last edited by [R-CON]Fastjack; 2018-01-18 at 22:22..
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Old 2018-01-18, 22:19   #47
Rabbit

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Default Re: [sp/coop] Ramadi [1k] [wip]

Quote:
Originally Posted by [R-CON]Fastjack View Post
You also updated the last version as download?

I have some trouble running Ramadi in my editor. It runs for 5 minutes and than ...
I will redownload a newer version maybe my first DL is corrupted.
No, hasnt been updated. I guess I can upload an editor friendly version.

Link updated.

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Last edited by Rabbit; 2018-01-18 at 22:38..
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Old 2018-01-19, 15:14   #48
Rabbit

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Default Re: [sp/coop] Ramadi [1k] [wip]

How does one change the render distance on a static, these doors are going invisible around 50-10m away.



They are also doing this funky thing.



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Last edited by Rabbit; 2018-01-19 at 15:36..
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Old 2018-01-20, 12:38   #49
[R-DEV]​Outlawz7
PR:BF2 Developer

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Default Re: [sp/coop] Ramadi [1k] [wip]

Because I guess you cloned an existing PR static that's broken like half the statics in PR are. At this point you might as well make the tiny leap forward into firing up 3ds Max and modeling your own gate which isn't broken and doesn't have a UV that stretches the texture like those 3 do.

See this tut for increasing draw distance, the second thing is most likely pivot point.
https://www.realitymod.com/forum/f18...distances.html

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Old 2018-01-20, 13:25   #50
Rabbit

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Default Re: [sp/coop] Ramadi [1k] [wip]

Quote:
Originally Posted by [R-DEV]Outlawz7 View Post
Because I guess you cloned an existing PR static that's broken like half the statics in PR are. At this point you might as well make the tiny leap forward into firing up 3ds Max and modeling your own gate which isn't broken and doesn't have a UV that stretches the texture like those 3 do.

See this tut for increasing draw distance, the second thing is most likely pivot point.
https://www.realitymod.com/forum/f18...distances.html
Eh, they would manage to turn out even worse than these doors.



Added m2a2 with new texture. Going to import to lightmap soon unless anyone can find some issues.

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