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Thread: PR Dev Journal.

  1. #2146

    ParanoidSFguy's Avatar

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  3. #2147


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    Re: PR Dev Journal.

    Time to dig this up:

    Quote Originally Posted by [R-DEV]THE.FIST View Post
    Slowly but surely trijicon acog is ready with reflex sights on top
    My next projects will be that stick.



    Xfire: Iaintyourm8 | Ingame: GhostDog | Steam: Zuigmijnballen


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  5. #2148
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    Serjikal's Avatar

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    Re: PR Dev Journal.

    ^^^^^^^^^^^^

    0__0


    These Things We Do... That Other's May Live

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  7. #2149

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    Re: PR Dev Journal.

    Bah, I had attempted to post that exact entry along with the map Outlawz was working on, called Mosul, but apparently a moderator has to verify my post first or something...

    Quote Originally Posted by [R-CON]Outlawz View Post
    I thought I'd refresh the highlights a bit with a map that I'm working on.
    It's loosely based on the actual real life city of Mosul, Iraq, but since carbon copies are impossible, I'll do my best to make the map look as close as possible to the real city. There are also some spots based off different areas, which I wanted to include, such as the mosque area.

    This map started as a redux version of Karbala during 0.9 development, however due the short time span only the initial updates to existing Karbala made 0.9 (I didn't want to work on the map til the last minute before release). After 0.909 release I picked up work on it, but [R-DEV]Chuc pointed out that it was still pretty linear with all buildings placed west-east and north-south.
    Looking at it, I snapped and deleted almost all of the objects on the map and placed down the two central highways and repositioned the river, then layed down roads and buildings as I went instead of placing them on a grid. [R-DEV]DrRank suggested that the map should be given a new name, since it has obviously grown over itself and so it became Mosul.

    Below is the latest minimap of the map, everything is still a WIP and I can't really say when it'll be done, but I'm doing a lot of progress.

    Mapsize 1024x2 (2km)


    Also as its own mini-announcement; I'm using the BF2:SF palace from Warlord, you can see it on the minimap in the greeny area. Thought it would be about time to end the era of the Devil's Perch asylum building (also from BF2:SF) being casted as a palace in every other map
    Props go to Alex6714 from Combined Arms for getting me the files.


    I also created a set of road intersections for the map by cloning the existing BF2 ones; did have to get my hands dirty in 3ds max when I had to fix the UV maps though

    (they aren't this shiny in game)




    And last, some screens taken in game.










    CR8Z: "No, I've not been good, but as an American, I'm entitled to everything I want."

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  9. #2150

    Berlancic's Avatar

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    Re: PR Dev Journal.

    Backup sights will light my day.
    |TG-69th|Berlancic2
    "Speed. Aggression. Surprise."



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  11. #2151
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    Re: PR Dev Journal.

    possibly free up a spot on the squad screen for some other kit?


    These Things We Do... That Other's May Live

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  13. #2152

    Charity Case's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by Serjikal View Post
    possibly free up a spot on the squad screen for some other kit?
    Are you assuming that having backup irons will make ironsight kits obsolete? If so, don't be too sure. My understanding is that the code allows for using different sights, but does not change the sight in time. So a scoped weapon will still sight in slow, even when using the backup irons.

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  15. #2153


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    Some New Whirlybirds

    Some New Whirlybirds:

    Quote Originally Posted by [R-DEV]Rhino View Post


    Hey guys, over the past few months I've been working hard to finish the Zhi-9 and Panther series of helicopters for the mod, picking up from where [R-DEV]Foul_Killer had left off after he no longer had enough time to finish this model. Since then I've been busy fixing up any errors, adding lots of bits of detail, remodelling a bunch of stuff with also modifying the chopper into a Eurocopter Panther for both the Brazilian and French factions, bring a total of four new unique choppers to the table




    Zhi-9 - Light Transport Helicopter: PLA

    The Zhi-9 (Z-9) is a Chinese, licensed-built version of the Eurocopter AS 365N Dauphin II. The Z-9 is possibly the most produced helicopter in China, with over 200 machines delivered to both military and civilian customers. The Z-9 full fills the role of light transport and utility helicopter in the PLA and ingame will be able to carry upto a full squad of troops into battle.



    Note: Cockpit Textures are only place holders right now.
    (Click to Enlarge)




    Zhi-9WA - Light Attack Helicopter: PLA

    Harbin Aircraft Manufacture Corporation (HAMC) began to develop an attack helicopter based on the Zhi-9 army utility helicopter in the mid-1980s. The early versions of this attack helicopter, designated Zhi-9W (Z-9W, aka WZ-9), featured a pair of external weapon pylon and a roof-mounted optical sight for target searching and tracking in daylight. The helicopter was mainly intended for anti-armour warfare role, carrying four HJ-8 wire-guided anti-tank missiles. Alternatively, the helicopter could carry guided rocket pods or machine gun pods for close air support role.

    In 2005, HAMC introduced an improved “night attack variant”, also known as Z-9WA (aka WZ-9A). The most notable improvement was an under-nose observing and tracking unit housing a low-light TV and an infrared search and track (IRST), allowing the helicopter to operate in all-weather, day/night conditions. Other improvements included redesigned weapon pylons similar to those of the French AS 565 Panther, a self-defence electronic warfare suite and a new cockpit with multi-function displays (MFD).

    For Project Reality we will have 4 separate versions of the Z-9WA, each carrying a different load out of weapons. The first being kitted out with 8, HJ-8 Anti-Tank wire guided missiles. The second will be kitted out with two, HF-7D, 90mm rocket pods carrying 7 rockets each (14 rockets total). The third setup will have two, HF-25, 57mm rocket pods carrying 18 rockets each (36 rockets total). The fourth and final version will carry two 23-II, 23mm guns with 240 rounds each (480 rounds total). Each version will be used on maps in terms to which version suits the map best.





    (Click to Enlarge)



    Also I crated some new "projectiles" for these new weapons. The first being the long awaited HJ-8 missile (The current HJ-8 missile ingame actually fires a TOW missile ) and some HF-25 and HF-7D rockets






    HM-1 Pantera - Light Transport Helicopter: FARC

    The HM-1 Pantera (Panther SA 365 K) is the first version of the Panther, based on the AS365 N2. Although very similar to the Z-9, it dose have a few differences like its longer nose, different air filters over the engine intakes etc. Ingame it will serve as the light transport helicopter for the Brazilian Forces, being able to swiftly drop a full squad of troops into battle.


    (Click to Enlarge)





    AS 565 MB Panther - Naval Helicopter: FNA

    The AS 565 MB Panther is France's Naval search & rescue version of the AS365 N3, currently in production. The main missions of this version are anti-surface vessel warfare (ASuW), anti-submarine warfare (ASW), search and rescue (SAR), troop transport, logistic support, and casualty evacuation (CASEVAC)/medical evacuation (MEDEVAC). This version is fitted with a quick-securing 'Harpoon' deck securing device that allows it to land on and take off from ships, whatever the relative wind direction. Offered with various armaments, including cabin-mounted 20mm cannon, AS 15 TT anti-shipping missile, Mark 46 torpedo and Whitehead A.244/S torpedo.

    The version we have made here is the Mk2 version currently in production (but not yet in service thou should be in the next few years) which features an upgraded cockpit, avionics, implementing an electro-optical FLIR, improve the tactical system and develop a system of self-protection.

    The main role of this helicopter ingame will be light transport on maps which feature a naval presence with the helicopter being able to transport a full squad into battle, with also being able to laze targets from the air.



    (Click to Enlarge)







    And that's about it, these are now going to be shipped off to be textured but with the limited amount of texture artists we have in our team I can't say how long that's going to take but hopefully we will see these new birds ingame "soon"

    Cheers!
    Xfire: Iaintyourm8 | Ingame: GhostDog | Steam: Zuigmijnballen


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  17. #2154


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    Panther CLV - woodland version

    Panther CLV - woodland version:

    Quote Originally Posted by [R-DEV]Kaijleor View Post
    I present you the british Panther CLV, it is the woodland version, there will be also the afghan version which is a bit different, enjoy :-D


    Xfire: Iaintyourm8 | Ingame: GhostDog | Steam: Zuigmijnballen


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    Mossberg 590, M82A1, Knife, Dressing, M72, CB90

    Mossberg 590, M82A1, Knife, Dressing, M72, CB90:

    Quote Originally Posted by [R-COM]pleym View Post
    A smal sample from the Norwegian Faction office8)

    Here you got some stuff you will be able to kick the enemies ass with when you play "Viking" once in the future..






    And some stuff to heal your ass with when you get a bullet in return


    And when you want revenge so use this:


    And when you have to run, so use this light armoured boat
    Xfire: Iaintyourm8 | Ingame: GhostDog | Steam: Zuigmijnballen


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  21. #2156
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    Re: PR Dev Journal.

    thanks for the updates ghost, good things.
    Stay together, communicate, don't give up.


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  23. #2157
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    Serjikal's Avatar

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    Re: PR Dev Journal.

    The texture on that Panther CLV is amazing.


    These Things We Do... That Other's May Live

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    Re: PR Dev Journal.

    Quote Originally Posted by Serjikal View Post
    The texture on that Panther CLV is amazing.
    Yeah, the detail is amazing. Unfortunately it will never look this good ingame...
    Xfire: Iaintyourm8 | Ingame: GhostDog | Steam: Zuigmijnballen


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  27. #2159

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    Re: PR Dev Journal.

    ah but look at the masterful application of mud splatter, that will definately survive to the ingame. I wonder if the mud on the windscreen will survive to ingame as well though it definately won't work from the 1p perspective in the vheicle :P

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  29. #2160
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    Re: PR Dev Journal.

    Quote Originally Posted by Ghost Dog View Post
    Yeah, the detail is amazing. Unfortunately it will never look this good ingame...
    Sure it will, in PR:Arma2 and PR2




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