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Australian Forces Discussion pertaining to the PR Australian Forces.

 
 
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Old 2008-02-11, 10:49   #11
Z-trooper
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Not to an ass or something, but:

if you really want this mod to get going - wait till one or more of the other mods are 100% done so there are some resources to recruit from.
Cause with the Germans JUST started up, many of the modelers and skinners are tied up in that for a while.


"Without geometry, life is pointless"
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Old 2008-02-11, 11:00   #12
Ablack77
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why not get the ball rolling though

There he goes. One of God's own prototypes.
A high-powered mutant of some kind never even considered for mass production.
Too weird to live, and too rare to die.
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Old 2008-02-11, 11:11   #13
nedlands1
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I think it would be best to start now and establish our priorities and the overall plan. A lot of the teams are wrapping up too. That'll free up talent . There is also a fair amount of overlap with the assets in this mod and others (eg M4A1, M72 LAW, USP, Browning Hi-Power, Minimi, M9 bayonet, Remington 870, Stinger, smoke grenade, Black Hawk, Tiger, Abrams, LAV-25 (ASLAV) and F-1 . With mod teams making and optimising these assets, a lot of the work is done for us . Things like the Carl Gustav M3 can be included into other factions too (US, Canadians, Israelis and Germans).
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Old 2008-02-11, 11:17   #14
Z-trooper
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Quote:
Originally Posted by Ablack77 View Post
why not get the ball rolling though
My main argument would be:

If nothing happens in the start of the project, people will lose interrest, and especially modders will - cause if they feel like its going nowhere any effort they put into it will be send into the void.

The reason the germans were so successfull was that they had free resources and a lot of WIPs were started. If you dont have those resources, no models/skins will be made, thus making it seem like its stalling.

my sence.


"Without geometry, life is pointless"
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Old 2008-02-11, 12:08   #15
Maxfragg

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i also think we have at the moment enough mod projects, help those existing so that they get ingame and then we could perhaps also do an australian faction, but at the moment there is a better use for our resources.
if there are too much projects it lowers the chance of them to get it finished
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Old 2008-02-11, 12:41   #16
LekyIRL

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At the very least give them their own sub-forum so they can get orgainsed.
Even if they don't starting working at least they'll have a plan.
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Old 2008-02-11, 12:50   #17
nedlands1
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Quote:
Originally Posted by Maxfragg View Post
i also think we have at the moment enough mod projects, help those existing so that they get ingame and then we could perhaps also do an australian faction, but at the moment there is a better use for our resources.
if there are too much projects it lowers the chance of them to get it finished
As I said before...

Quote:
I think it would be best to start now and establish our priorities and the overall plan. A lot of the teams are wrapping up too. That'll free up talent . There is also a fair amount of overlap with the assets in this mod and others (eg M4A1, M72 LAW, USP, Browning Hi-Power, Minimi, M9 bayonet, Remington 870, Stinger, smoke grenade, Black Hawk, Tiger, Abrams, LAV-25 (ASLAV) and F-1 . With mod teams making and optimising these assets, a lot of the work is done for us . Things like the Carl Gustav M3 can be included into other factions too (US, Canadians, Israelis and Germans).
...a lot of the assets have already completed or just need a skinning. Other mods will finish shortly as well. We really only need the Austeyr and it's derivatives done along with the Carl Gustav M3 in terms of weapons. For vehicles, the Unimog and Bushmaster will suffice although the other vehicles really just require a reskin. Placeholders of the F1 grenade, USP and M4A1 could be the M67 grenade, the Browning Hi-Power and the current vBF2 M4A1 respectively. If those basics things, along with player models, are done we are pretty much good for a first release.
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Old 2008-02-11, 12:57   #18
WallyJas

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Guys, feel free to jump onto Northern Exposure, download the mod and use the F88 and variants plus anything else in the mod that you wish to use.

There is a reskinned Tiger from Euro forces, a custom PC9, reskinned Blackhawk plus an OpFor in the form of a ficticious force called the Kamarians (reskinned MEC SF). If anyone knows anything about the ADF they will know that that is the enemy the Aussies fight agaist when they on exercise.

Do PM me before you use the vehicles though because one of them is *ahhhumm* not 100% legit and I might need to explain a few things first. Also the models may not be up to PR minimum standards so do check them all out before you get too excited.
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Last edited by WallyJas; 2008-02-12 at 00:53..
Old 2008-02-11, 13:08   #19
nedlands1
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Quote:
Originally Posted by WallyJas View Post
Guys, feel free to jump onto Northern Exposure, download the mod and use the F88 and variants plus anything else in the mod that you wish to use. There is a reskinned Tiger from Euro forces, a custom PC9, reskinned Blackhawk plus an OpFor in the form of a ficticious force called the Kamarians (reskinned MEC SF). If anyone knows anything about the ADF they will know that that is the enemy the Aussies fight agaist when they on exercise. Do PM me before you use the vehicles though because one of them is *ahhhumm* not 100% legit and I might need to explain a few things first.
Not "kosher" as the IDF boys might put it? Thanks for the offer. We definitely will take a long hard look at it and take some stuff from it if possible. Personally I like the PC9 .
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Old 2008-02-11, 14:28   #20
Ragni<RangersPL>
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The more the better
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