Open static buildings + More dynamic objects

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Open static buildings + More dynamic objects

Post by Redamare »

Okay so i have knowdessed the devs have been fixing some of the older buildings and re-creating some maps with new changes. GREAT LOVE IT. one thing that caught my eye was on the new chinese buildings thread by the devs, they are re-creating and opening some of the old BF2 static buildings. such as this.
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i think thats an awsome idea so i got thinking .... if they went through cut open and filled up the guts of some of the old Closed doors bf2 buildings and gave them some insides, rooms windows stairs. i think that it could bring a new level of game play to PR. having the ability to hide in buildings ( destructable or not ) it would add a new level of realism to the game. with something as little as going inside a building.

.. some objects may be harder than others because of abnormal figures such as the Shaqi radio station building.
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. though this object hasnt been incorporated into pr on any recent maps i think if some one gutted one or two floors of the building and give it office space with window slots it could be a good defensive position for an urban map.

.. Another group of buildings that could be interesting would be the Shop like buildings. side stores and so on.
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opening the doors and giving it interior walls like for example the gas station/ convienance store on songhua stalemate up in the hillside village.

One last idea is pretty straight foward with the whole idea of what i am trying to say.
Hotels and large buildings on Albasrah using those static buildings and give them some insides to walk through and give them windows to shoot out of. ( some static buildings have open windows already ) just give the buildings static flooring and walls with one or two hall ways + stairs.

**Yes i know its Grueling work but instead of creating complex new buildings and taking the time for most of that you can improve upon older objects. I think it would be worth it in the long run.**

Please comment and give some ideas
Last edited by Redamare on 2009-08-30 16:40, edited 2 times in total.
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Open static buildings + More dynamic objects

Post by Herbiie »

This would require a hell of alot of work, though I don't see why It can't be done, would be more realistic to have to clear buildings room by room...
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Open static buildings + More dynamic objects

Post by arjan »

isnt this not allowed becouse you cannot alter bf2 statics
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Open static buildings + More dynamic objects

Post by Rhino »

well first of all this isn't really as simple as "open up a building". We can't really do much to the existing buildings.

That chinese building you have posted above is in fact not a vBF2 building, its a brand new building based off the vbf2 chinese buildings so they fit in. Much like the new ME City apartment buildings and other ME buildings in muttrah etc where based off the vbf2 ME buildings, using the same textures etc.

If we did open up all the vbf2 buildings by editing there models then all our maps would be screwed that use there buildings, since the lightmaps wouldn't fit them etc and they would all require new lightmaps etc.


We will thou be making many new buildings with interiors for new maps, and in some cases we may put some of these new buildings on old maps ;)
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Open static buildings + More dynamic objects

Post by Redamare »

^_^ AWSOME lol yea i understand just a thaught
Ccharge
Posts: 308
Joined: 2008-08-05 16:03

Re: Open static buildings + More dynamic objects

Post by Ccharge »

can't alter bf2 statics. But creating buildings with interiors is defently going to happen. I belive i heard that devs are replacing buildings with high polys and laggy textures so the maps will defently have the resources avalible.
if you miss him... try, try again
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Open static buildings + More dynamic objects

Post by LithiumFox »

so... when are we going to get the new Soldier models ;) XD *laughs* please don't hate me... T_T

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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Open static buildings + More dynamic objects

Post by Arnoldio »

Yay, more interior, now I can start working on the SWAT mod ^^ 6 vs 58 players, talking about 1337 here lol
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Orgies beat masturbation hands down. - Staker
Ccharge
Posts: 308
Joined: 2008-08-05 16:03

Re: Open static buildings + More dynamic objects

Post by Ccharge »

6 top of the line PR players vs 58 vanilla players you find lying around? PR players will win :D
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IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: Open static buildings + More dynamic objects

Post by IronTaxi »

we "could" modify the exisiting statics of course...it wouldnt be the first time we had hacked the hell out of a bf2 static...hehe..

but why bother when we can just make better ones..

in the context of a map like albasrah for example...we had barely any assets of our own at the time.. not to mention it has gone through probably more revisions than any other map and is much more customized now than it was when first built..

time and inspiration...biggest thing for me is just keep the mappers mapping adding new stuff as we can.. we actually have a pretty damn shit hot team of mappers and static modellers now...so there will already be massive addtions for the next build..

:)
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