Over the past week I've been working on some new tents and fixing up some of the old ones for some upcoming maps. This was mainly because the old tents didn't offer exactly what some of our mappers needed in terms of realism and also from an optimization point of view some new tents where required.
In total I've crated 21 new statics (although two of them are old tents that have been fixed up) although there are only really 3 different type of tents in the lot just lots of different configurations of each.
- tent_v2b
- tent_v2b_closed
- tent_v2b_low_closed
- tent_v2b_low_closed_block4x1
- tent_v2b_low_closed_block4x2
- tent_v3
- tent_v3_block4x1
- tent_v3_tunnel
- tent_v3_tunnel_block2x1
- tent_v3_tunnel_block4x1
- tent_v3_low
- tent_v3_low_block4x1
- tent_v3_low_block5x4
- tent_v3_low_block8x3
- tent_v3_low_tunnel
- tent_v3_low_tunnel_block2x1
- tent_v3_low_tunnel_block4x1
- hesco_low_block4x1_end
- hesco_low_block4x1_middle
- hesco_low_block5x4_end
- hesco_low_block5x4_middle
Tent_v2b Series:
The "v2b" statics are improved and optimized versions of the old "v2" tents which can be seen in many current PR maps, with the most significant difference being the optimized lightmaps which are 1/4 the size they where before with still keeping quality high, if not improved in some areas. On top of that other optimization and fixes have been made, one of the most apparent is fixed smoothing groups on the "closed" version so the windows and doorways look nice and smooth
Fixes have also been made to the old "v2" tents (not the "b" version) used in current maps but only minor fixes/optimizations could be made without distorting the current lightmap UVs and we aim to try and replace the old v2 tents with the new "b" version.
Tent_v3 Series:
This is a brand new static based on r/l references of tents currently used in Afghanistan by British and American forces and makes up a very large potion of the "tent cities" you find out there.
Tent_v3_Tunnel Series:
This tent series is very simliar to the above tent_v3 series but with a tunnel running though the middle of it which can be connected up to other tents next to it to make larger living spaces.
"Low" Versions:
You may also have noticed there are many "low" versions of each static. These are basically low quality versions which are designed for use in areas players will not go near, ie, the surrounding terrain. This is due to some maps building there main bases out into the surrounding terrain in order to get a feel of the r/l base's size, without significantly impacting on the amount of space to fight in. There is no point putting high poly statics out in the surrounding terrain where no one is going to get close enough to them to see all there fine detail so I've made these low quality versions, which will look the part from far away and give the immersion needed, while not heavily impacting on performance
Some also have low quality hesco barriers made to border these tents as they would in real life to protect them from indirect fire (mortars, RPGs etc). While the high quality tents will also get this, its the mappers job to place down the high quality hesco around them.
While these do look really bad up close, from a distance they look pretty much the same as the normal versions.
_woodland:
And of course, I didn't forget about the woodland maps, although not sure why such an extensive AC system would be attached to them in most "green" environments
I hope you will all like these new statics.
Cheers,
Rhino.









































