coporal_punishment 0 Posted September 12, 2003 Yep I mean four lane roads instead of two lane roads Share this post Link to post Share on other sites
philcommando 0 Posted September 12, 2003 just an idea within the realms of possibility for large map:- 1. Create cities, vegetations, roads by sectors as addon packs 2. create a plain island. 3. add in the habitations addon in your sector of operations. 4. in the event u need to move out of your sector....set up triggers to either respawn a new sector or setdammage the previous sector. 5. this manner u will be able to save up on cpu processing and have a very large island map. Share this post Link to post Share on other sites
Sxep 0 Posted September 12, 2003 I like Trenchfeets idea...We should think of the Playability..not the eycandy...RAZISLAND or Chechen ..these two island for example ..blow the top of my pc. They are just TO detailed. (even nogova) I could never play CHechen with 10 Blackhawks in MP...my PC would crash almost imidiatly. A rather big map with canyons and airfields and desert vegitation is really Dope for my PC Share this post Link to post Share on other sites
Guest Posted September 12, 2003 just an idea within the realms of possibility for large map:-1. Create cities, vegetations, roads by sectors as addon packs 2. create a plain island. 3. add in the habitations addon in your sector of operations. 4. in the event u need to move out of your sector....set up triggers to either respawn a new sector or setdammage the previous sector. 5. this manner u will be able to save up on cpu processing and have a very large island map. I think in the end that would actually create as much lag as if they were all "hardwired" into the wrp file. As for the person who wanted a WW2 style city with destroyed buildings etc, I beleive that a Stalingrad island will be out soon.....and the pics look fantastic! Share this post Link to post Share on other sites
Acecube 0 Posted September 12, 2003 I'd like to see trenches alongside the roads like in real life. These could give good additional cover especially in flat areas. And it would be nice to have the roads even, so they're not tilted along mountains etc. Also roads shouldn't be steeper than 20 - 30°. Share this post Link to post Share on other sites
ozanzac 0 Posted September 12, 2003 Yep I mean four lane roads instead of two lane roads I imagine that the AI would struggle with the concept of having One Way thouroughfares, IE the cariageway of a Highway. AI would likely defeat the point of having four lane highways, as it would, at least to the AI, be just two two lane roads side by side. We see two lanes to go one way, two lanes to go the other way. AI would see, one lane goes this way, one lane goes that way, one lane goes this way, one lane goes that way. Share this post Link to post Share on other sites
jakerod 254 Posted September 12, 2003 @corporal_punishment- I actually don't know if i can do 4 lane roads now. I think its possible and wouldnt be too hard but i already have a town in the center and i dont think i can make the roads any bigger or it would look weird sorry. @Sxep- I dont know how well it will work on your comp then. I have never played chechen or RAZ though so im not sure. I dont think its any worse than nogova probably a bit less actually except for a few areas. I actuall had a 100 building town at one point but i brought down the number cuz i decided ill try to make the map like BIS maps so that everyone can play @Acecube- Dont think that trench idea would work since we are only allowed 50x50m squares. If i figure out a way to make one as an object ill try it out though. Roads are usually flat not all the time sometimes they are a bit off. @ozanac- I agree Share this post Link to post Share on other sites
One 0 Posted September 12, 2003 please, whatever you do, use resistance style buildings and objects (including trees, bushes forrests, etc) and resitance land textures. I don't think there is a single complete island out there that has these features Share this post Link to post Share on other sites
jakerod 254 Posted September 12, 2003 Ya dont worry bout it they arent normal CWC ones they are Res ones. Eventually they will probably be Custom ones though. Check out my map Llandno its small but its Res stuff. its over at ofp.info. Share this post Link to post Share on other sites
jakerod 254 Posted September 14, 2003 No more suggestions? Here are some pics of it so far: http://www.bloodydays.web1000.com/screens.htm no new objects or buildings yet they are under construction though. Share this post Link to post Share on other sites
the_unknown_one 0 Posted September 14, 2003 i cant findany Visitor tutes, can u send me one or post a link or something please? the_unknown_one Share this post Link to post Share on other sites
jakerod 254 Posted September 14, 2003 Here: http://www.flashpoint1985.com/breathe/ there is one there and also check out the breathe section on the forum Share this post Link to post Share on other sites
killswitch 19 Posted September 14, 2003 Looking at the screenshots, I'll second Avon's vote for more of the "old" vegetation that one can actually hide from the AI in. There's no "either or". Please have some of both types of vegetation, the "good for screenshots" Resistance kind and the usable "sneak up on unsuspecting AI:s" variants. Share this post Link to post Share on other sites
jakerod 254 Posted September 14, 2003 I dont think that would look right killswitch having two different types CWC and Res. Option #1: Leave as is Option #2: Make custom ones that look good and AI dont see threw Option#3: Two Versions (One with Res one with CWC) #2 and #3 are the most likely (#2->#3->#1) Share this post Link to post Share on other sites
killswitch 19 Posted September 14, 2003 I dont think that would look right killswitch having two different types CWC and Res.Option #1: Leave as is Option #2: Make custom ones that look good and AI dont see threw Option#3: Two Versions (One with Res one with CWC) #2 and #3 are the most likely (#2->#3->#1) Have you tried having both types of "shrubbery"? As you say, it might look and feel strange, but if there's any chance at all that it might look acceptable, I'd welcome more concealing vegetation. Of course, #2 sounds nice. #3 will probably just lead to servers having the one most suited for the mindless hordes of 5-minute-PvP-respawn-fest players, i.e. the "looker variant". Thanks for considering our suggestions, Jakerod! The island looks real nice from the screenshots. Â Share this post Link to post Share on other sites
jakerod 254 Posted September 14, 2003 Hey thanks killswitch it will probably end up being #2 cuz i have been wanting to do a completely custom island. I may actually end up doing two of them cuz i dont know if one will be big enough for the mod cuz we have a lot of great stuff planned. If anyone would like to help me out with getting this done PM me, instant message me or email me. (Email/MSN Jakerod80@hotmail.com, AIM: Jakerod90) Share this post Link to post Share on other sites
BoonieRat 0 Posted September 15, 2003 I plan on using the res high~res terrain~textures but using the trees and buildings (mostly) from OFP, I don't like the way that res forrests 'stutter' even on a highend~ish PC (Radion9700, 2400+ 512MB DDR @ 400mhz on an NF7S) If it runs like shit down a wall on my rig, what will it do on anyone who's is slower? . The only problem with using both Res & OFP 'data/data3d's is you have to include them in the map when you compress it to a PBO file(I think anyway!) It leads to a chunky file if you want to upload it ... I'm not far forward enough to even think about making a finished island, let alone helping in a mod. I've just started to learn Oxygen and am indebted to Colenal Klink for his Piper Cheyene Tutorial (bottom of page) , the first clear veiw of what's involved in 3D modeling ... Share this post Link to post Share on other sites
jakerod 254 Posted September 20, 2003 Anything else anyone can think of? Share this post Link to post Share on other sites
jakerod 254 Posted September 21, 2003 my last bump before i stop checking this thread Share this post Link to post Share on other sites