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Community Maps Maps created by PR community members. |
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2017-10-12, 11:26 | #21 | ||
Join Date: Mar 2013
Posts: 303
United Kingdom
Location: London
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Re: [Map] Farah (2km) [WIP]
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Also, any construction type vehicles like fork lifts e.c.t? | ||
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Last edited by The_Turkish_Moose; 2017-10-12 at 12:16..
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2017-10-14, 08:58 | #22 |
Retired PR Developer
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Re: [Map] Farah (2km) [WIP]
https://www.realitymod.com/forum/f18...ing-paths.html
Images and download links are down but all the files I think are in the mod so no need for the files and can find the refs online, and then hopefully you can do the tut without the pics. And there is a forklift in PR but it is drivable, although could be made into a non-usable vehicle. |
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2017-10-14, 19:51 | #23 |
Join Date: Mar 2013
Posts: 303
United Kingdom
Location: London
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Re: [Map] Farah (2km) [WIP]
Thanks again Rhino!
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2017-10-14, 20:01 | #24 |
Join Date: Jun 2015
Posts: 317
Poland
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Re: [Map] Farah (2km) [WIP]
Screenshots are gone. Try hostiing them on imgur perhaps, it's way better.
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2017-10-15, 16:16 | #25 | |
Join Date: Mar 2013
Posts: 303
United Kingdom
Location: London
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Re: [Map] Farah (2km) [WIP]
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2017-10-15, 18:36 | #26 |
Retired PR Developer
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We used a construction vehicle in "Sandin" back then. If you could dig that up, you could use that as well. Its texture is meh obviously, but I believe the original was from the Surreal mod (with permission if I remember correctly).
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2017-10-16, 21:02 | #27 |
Join Date: Mar 2013
Posts: 303
United Kingdom
Location: London
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Re: [Map] Farah (2km) [WIP]
There's a lot of lovely road textures which would bring a lot of extra detail into the map (such as oil spills, sand, road edges e.c.t) how many road splines would be "too many"? I've already been placing plenty (mainly the road edge texture) and am worried about performance.
I need to know urgently as not to waste my own time - thanks |
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2017-10-16, 22:43 | #28 |
PR:BF2 Developer
Join Date: Sep 2014
Posts: 921
Netherlands
Location: Frl
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Re: [Map] Farah (2km) [WIP]
I dont think the impact will be big at all, like, unless you go create 200 roads or something. I guess you could count a road as a couple of pieces of overhrowth in terms of performance impact. I wouldnt worry about it, especialy since this is a desert map. Just try it. And check performance in game on a regular base.
Also . Roads cull way earlier then most objects, like 50 meter or something. D.J. |
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2017-10-17, 05:03 | #29 |
Retired PR Developer
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Re: [Map] Farah (2km) [WIP]
Ye roads don't have a big impact on performance. Naturally, don't go crazy with them but the bigger thing to watch out for is using too many road texture types than actual roads I would say, just cos of the extra memory usage but even that isn't a huge issue.
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2017-10-17, 18:36 | #30 | ||
Join Date: Mar 2013
Posts: 303
United Kingdom
Location: London
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Re: [Map] Farah (2km) [WIP]
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Here's the idea... ...but here's the worry This style/technique isn't consistent throughout the entire map. I like the way it looks and I will be going over these areas adding extra detail and undergrowth. Just worried that too many splines could be a dangerous move. Only using a hand full of textures. | ||
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