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Discussion: Project Reality / PR:BF2 - PR Dev Journal. - Cant...stop...laughing...
  1. #1036

    Pwn3ge's Avatar

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    Re: PR Dev Journal.

    Cant...stop...laughing...

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  3. #1037

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    [Statics] New Fields

    Quote Originally Posted by [R-DEV]Rhino View Post
    After v0.8's release, [R-DEV]Dr Rank wanted me to make some new fields for Sangin and other maps. Well instead of just doing reskins for the old, flawed Overgrowth Fields I decided to look into new concepts due to flaws in the old fields, such as mappers are very limited in how they can use them since they are huge blocks, bad LODs and lots of other small issues like that.


    Old PR Overgrowth Rice Field
    [media]http://img384.imageshack.us/img384/1258/78665098ws6.jpg[/media]


    I spent a few days working out a few basic concepts, came up with quite a few, many simply did not work out and had the same kinda flaws as the old fields.

    Eventually one of my ideas did start to look a little promising, with the basic the concept of this idea was to make a basic small patch that you would then put loads of them together using the overgrowth tool to place them and then mix them with undergrowth for extra up close detail.

    [media]http://img168.imageshack.us/img168/1952/50231034qm6.jpg[/media]

    [media]http://img168.imageshack.us/img168/1966/screen142iw4.jpg[/media]

    [media]http://img168.imageshack.us/img168/7316/screen143hf0.jpg[/media]

    [media]http://img168.imageshack.us/img168/2623/screen144fe8.jpg[/media]

    [media]http://img384.imageshack.us/img384/7734/screen146lc8.jpg[/media]

    We got this into testing with a bunch of testers and found that these do indeed conceal players extremely well and we could also surprisingly not see any performance difference between the original qwai without them. Thou there is a small problem with this concept, is that it is very hard to setup these fields on your map as a mapper, thou you the player do not have to worry about that.

    The main advantage of these new fields over the old ones from a mappers point of view is that you are not limited to square fields, like you can see above, the fields can be all kind of shapes and for the most part you can fill them with these new overgrowth fields. They also do not have to be placed on 100% flat terrain, they can get away with being placed on slight gradients and slopes thou if any extreme changes in terrain happens these can float like at the edge of the fields.

    Due to the size of Qwai it would take a lot of time to clean up all the large fields that are in the map, so although I used the map for orignal ingame testing of these, Qwai will NOT have these fields in it for v0.85

    Instead I'm piloting this concept on the new map, West Fallujah where I've made new "Wild Grass" fields for this map.

    [media]http://img168.imageshack.us/img168/1378/76050432rm8.jpg[/media]

    Some of you have already noticed these fields in the screens I've released on Fallujah in anouther Dev Journal on the map itself but encase you have not, here they are with some extras.


    [media]http://www.gloryhoundz.com/prmm/users/rhino/fw/18.jpg[/media]

    [media]http://www.gloryhoundz.com/prmm/users/rhino/fw/19.jpg[/media]


    Providing everything goes well on Fallujah in v0.85 with these fields we will look at making many more types of these fields and putting them on many other maps where ever its feasibly possible, like Qwai, Al Basrah etc.

    For future types of fields we are looking at many types and there [R-DEV]Pride has been also hard at work making some new field textures for this purpose. One of these that some of you had noticed one of my less scuttle hints has been my avatar that I put up for Remembrance Day (which I've not got round to changing yet) which has been poppy fields. Pride has made 6 types of poppy textures that I have setup ingame and we hope to use in some future Afghanistan and other themed maps

    [media]http://img168.imageshack.us/img168/8505/59080392by8.jpg[/media]



    We hope these fields will add a new dimension to realistic gameplay as well as making our maps look and feel more realistic. :mrgreen:
    Once again I 'm amazed by what these guys do with the BF2 engine.

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  5. #1038

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    Re: PR Dev Journal.

    looks amazing, should bring a whole new way of playin in pr (*cough Stealthy snipers *cough *cough*)

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  7. #1039

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    Re: PR Dev Journal.

    Yeah, it looks extremely promising, but i'm sorta skeptical as to how far it will actually be able to be used.

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  9. #1040

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    Re: PR Dev Journal.

    it's just to provide cover whilst running through open fields, rather than having some one picking you off, despite being in thick undergrowth due to view distance, like in Qwai River for example. Will also be awesome for Sangin when its released.

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  11. #1041

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    Re: PR Dev Journal.

    So, the undergrowth can be seen farther than the current undergrowth (with out disappearing, you know what I'm saying)

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  13. #1042

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    Re: PR Dev Journal.

    Quote Originally Posted by SamO View Post
    Yeah, it looks extremely promising, but i'm sorta skeptical as to how far it will actually be able to be used.
    I think Rhino said later on in the post 600 meters draw distances, but he thinks he can increase that

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  15. #1043

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    Re: PR Dev Journal.

    I very much dislike camouflage that only blocks your own view so this is great stuff, k valley allready plays well because of this kind of thing


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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  17. #1044

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    Re: PR Dev Journal.

    Wow...that's great. That one post in the middle with the tank in the field, looks amazingly like the scene in Saving Private Ryan where Pvt. Ryan's band ambushes the tank.
    |TG-6th|Belhade
    "I am actually looking forward to watching Jon and Kate plus 8." - Dirtboy





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  19. #1045

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    Re: PR Dev Journal.

    Ah interesting, and also we are finally done talking about the hitle-REPOST-video . Phew was tired of checking the thread to only find rehashing of this old vid .
    What it's like to play online games as a grown-up:http://s3.amazonaws.com/theoatmeal-i...e_gaming/1.jpg

    "Heroism on command, senseless violence, and all the loathsome nonsense that goes by the name of patriotism -how passionately I hate them!"
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    (Einstein, both)

    ***I will be in India 14 dec till end of januari***

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  21. #1046

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    Re: PR Dev Journal.

    PR is teh shlitz!!!!!
    |TG-69th|Kevlar



    "Oh I know I don't think I see what I see what I'm thinking."

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  23. #1047

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    Re: PR Dev Journal.

    Check this one out!

    Quote Originally Posted by [R-DEV]CodeRedFox View Post
    A little late but always great :-D






    All WIP, still working with what trees and other things I might need to change. So just enjoy :-P

    Also the A-10 is used by a few forces, these forces have yet to be decided. Map completion less then 40%, as you can see form the pics the other side of isn't complete. Its allot of detail to fill 4km.

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  25. #1048

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    Re: PR Dev Journal.

    magnifico


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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  27. #1049

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    Re: PR Dev Journal.

    interesting how they are using alot of this insurgency like warefare.. I hope they get some upgraded weapons so it could be a fair fight
    |TG-31st| WarPig1292





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  29. #1050

    Sabre_Tooth_Tigger's Avatar

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    Re: PR Dev Journal.

    Didnt they say taliban will in some insurgent maps with requestable kits, etc


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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