More than 4km?

General discussion of the Project Reality: BF2 modification.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: More than 4km?

Post by HughJass »

[R-DEV]Rhino wrote:A new engine is not going to make it suddenly easier to make maps, if anything it will probably make it harder.
I didint make it clear but what I meant to say is this shiet light mapping...we need some dynamic lighting up in her.
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: More than 4km?

Post by CodeRedFox »

There are many threads about new engines, lets keep this to bf2

A bit more on all this

https://www.realitymod.com/forum/f189-modding-tutorials/49889-info-problems-4km-vs-2km.html
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"apcs, like dogs can't look up" - Dr2B Rudd
OldGoat5
Posts: 150
Joined: 2007-08-24 02:54

Re: More than 4km?

Post by OldGoat5 »

I thought kashan was 8 km.
Brood
Posts: 227
Joined: 2005-04-07 10:23

Re: More than 4km?

Post by Brood »

OldGoat5 wrote:I thought kashan was 8 km.
Whatever it is, it's big enough...
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: More than 4km?

Post by CodeRedFox »

Allot would highly disagree with you. Which is why this thread came up.
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"apcs, like dogs can't look up" - Dr2B Rudd
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Re: More than 4km?

Post by Expendable Grunt »

Can't you just model some giant static in 3d s max (could probably tie in a heightmap generator), and toss it down on the terrain-less map?

M.
master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: More than 4km?

Post by master of the templars »

Expendable Grunt wrote:Can't you just model some giant static in 3d s max (could probably tie in a heightmap generator), and toss it down on the terrain-less map?

M.
doesn't work effectively
Make nukes, Not war
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: More than 4km?

Post by CodeRedFox »

Expendable Grunt wrote:Can't you just model some giant static in 3d s max (could probably tie in a heightmap generator), and toss it down on the terrain-less map?

M.

Yes you can...the problem it thats one HUGE static that the engine after everything added will have a problem processing. When the BF2 engine renders the terrain its cut the terrain into a bunch of sections. So when your not looking on direction those parts dont render. This is why sometimes you will see wholes in the mesh. Now if you created on huge terrain static the engine will have to render the whole thing each time.

Now what you can do is divid that static into multiply pieces. Which in theory could exten the map out really really far. But the down side is how do you map other statics on top? most likly it will clip (flash on and off) in the game as it tries to calculate whats in frame and whats not.


End of the day its just too hard to map and use to spend the time doing it. Its just easier to move to another engine (which is not under discussion here)
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"apcs, like dogs can't look up" - Dr2B Rudd
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: More than 4km?

Post by Scot »

It's okay guys, the PR Study Group are hard at work:
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One day, we will get those 8km :p

Seriously though, I think that it would be cool, but only help air fights expand, which although would be a good thing, if the ground looks like ****, not too worth it IMO.
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Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Re: More than 4km?

Post by Dr Rank »

Psykogundam wrote:2 years??? why?
Because of the size, huge amount of detail, full consideration for all horizon lines, custom static designs such as the compound pieces and MASSIVE amounts of research to make it the most realistic visual and gaming experience possible. That coupled with the fact that I work one 37hr a week job and one 6 hour a week job that takes up two evenings every week, and I although I commit HUGE amounts of my free time to pr (all my holidays from work are spent mapping) I do have to take some time for rl stuff too. Hopefully when it comes out you'll see just why it took so long!!

Oh yeah, and for the first year of that I was also working on Operation Barracuda, and I've also had 2 big breaks from mapping at various times when rl stuff was really getting in the way.

4km is large enough for pr with only a 64 player limit anyway. The only really limiting aspect is for the jets. With a large out of bounds timer you can kinda balance it out a little bit. As has been said, with an 8km map the extra space is all water anyway because the terrain won't stretch to 8km, meaning you'll need to make it a 4km or smaller island.
Last edited by Dr Rank on 2009-04-24 17:39, edited 2 times in total.
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