Allright, before I say this, I want to say that the PR mod team is great and has worked very hard on very good material. I'm not insulting the mapper. But, this map is probably the worst map in PR right now.
The Reason?
The undergrowth is stupid. As we all know, the grass on Qwai is fairly high, now there isn't a problem with this. The problem is, as we know, that the grass renders only 50m infront of you. With the introduction of AASv3 most firefights are now centered around hillish terrain as opposed to the areas with more statics. Because of the tall grass, it's impossible to tell where the hill actually crests in front of you. However, because it only renders at 50 m, the enemy can see perfectly well where it crests. Thus it's imposibble for a squad to ever return accurate fire if engaged because you practically have to expose your entire body to do so. It's just silly really.
How to fix? I suggest that the height of the grass simply be toned down to other grass heights such as the grass on Fool's Road.
Qwai undergrowth really needs to be fixed
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- Posts: 335
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Qwai undergrowth really needs to be fixed
Main Alias |TG-6th|Googol
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gazzthompson
- Posts: 8012
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Re: Qwai undergrowth really needs to be fixed
E: i failed.
Last edited by gazzthompson on 2009-09-07 23:27, edited 1 time in total.
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CodeRedFox
- Retired PR Developer
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- Joined: 2005-11-08 00:47
Re: Qwai undergrowth really needs to be fixed
Hes talking about undergrowth (grass and shrubs) opposes to fields. And for me at least google you are correct. I've had this discussion with a few mappers and hopefully in the future these will be tones down.
For other mappers out there here is my advice when creating undergrowth. Undergrowth should NEVER....NEVER be uses to create fields, long grass, anything higher then knee level. Its a major pain/exploit/cheat/false security that I've seen on allot of maps
Working with Thick undergrowth
For other mappers out there here is my advice when creating undergrowth. Undergrowth should NEVER....NEVER be uses to create fields, long grass, anything higher then knee level. Its a major pain/exploit/cheat/false security that I've seen on allot of maps
Working with Thick undergrowth
- In the editor use the first person mode then lay down. The grass height shouldn't be higher then your FOV
- Use the random scale to its maximum. This will create a dirty looking cover which will visually help to look.
- What looks good close up is totally lost at distance. Pick your dense areas carefully. If it can be seen from a distance use a different length and density set up.
- If undergrowth is on flat land you can use a field static
- Stay away from really thick undergrowth. It looks cool but a total waste of resources.
- Allot of times undergrowth isnt rendered correctly on low settings. "I can see you but you cant see me"
Last edited by CodeRedFox on 2009-09-07 23:31, edited 2 times in total.

"apcs, like dogs can't look up" - Dr2B Rudd
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IronTaxi
- Retired PR Developer
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Re: Qwai undergrowth really needs to be fixed
google wrote:Allright, before I say this, I want to say that the PR mod team is great and has worked very hard on very good material. I'm not insulting the mapper. But, this map is probably the worst map in PR right now.
The Reason?
The undergrowth is stupid. As we all know, the grass on Qwai is fairly high, now there isn't a problem with this. The problem is, as we know, that the grass renders only 50m infront of you. With the introduction of AASv3 most firefights are now centered around hillish terrain as opposed to the areas with more statics. Because of the tall grass, it's impossible to tell where the hill actually crests in front of you. However, because it only renders at 50 m, the enemy can see perfectly well where it crests. Thus it's imposibble for a squad to ever return accurate fire if engaged because you practically have to expose your entire body to do so. It's just silly really.
How to fix? I suggest that the height of the grass simply be toned down to other grass heights such as the grass on Fool's Road.
yeah ...well I made qwai and fools road after...hehe
the lesson has been learned...and in fact...we are just in the middle of reduxing qwai and the grass will be fixed...
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DesmoLocke
- Posts: 1770
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Re: Qwai undergrowth really needs to be fixed
Can't wait![R-DEV]IronTaxi wrote:in fact...we are just in the middle of reduxing qwai and the grass will be fixed...![]()
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: Qwai undergrowth really needs to be fixed
yeah i remember there was talk about using the new undergrowth system but they said qwai was too large to fix at the time so they left that for later releases
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TheLean
- Posts: 483
- Joined: 2009-03-15 20:26
Re: Qwai undergrowth really needs to be fixed
I agree with the thread starter. What makes the issue even more frustrating is that people can "cheat" by lowering the terrain settings which removes the grass. I would hate to get shot by someone that can see me but I cant see them due to tall dense grass blocking my view. There are other maps with this problem, like Barracuda.


