[?] Placing vehicles exit

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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [?] Placing vehicles exit

Post by Pvt.LHeureux »

Hjid wrote:If you're already going for a system with vehicles that have entry/exit points, an idea would be to make the actual tunnel high (very high) above the ground over where it should be, so you actually have to walk/run the distance yourself.
I think this idea is way better than covering the tunnel with statics, like in Dragon Fly.
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [?] Placing vehicles exit

Post by pr|Zer0 »

How about some holes in the ground or "underground vehicles" in which only insurgents can get in to simulate unknown hiding places, which, of course, can be destroyed.
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General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Re: [?] Placing vehicles exit

Post by General Dragosh »

Pvt.LHeureux wrote:I think this idea is way better than covering the tunnel with statics, like in Dragon Fly.
Ha, you see Dragon flyes away-thingy map, is a different story sice its in a urban enviroment in a forest under a city, a canalisation(forgot the english word for it).

What we have here thou are very specific kind of tunnels that would lead you from point A to point B to minimalise INS casualty and any contact by staying out of BLUFOR sight and still staying mobile.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [?] Placing vehicles exit

Post by Rudd »

Pvt.LHeureux wrote:I think this idea is way better than covering the tunnel with statics, like in Dragon Fly.
tunnels are often also a drain on resources, taking up space on the LM atlases and making mappers put extra objects in to hide them.
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Hjid
Posts: 75
Joined: 2009-04-28 18:35

Re: [?] Placing vehicles exit

Post by Hjid »

[R-DEV]Rhino wrote:Interesting idea, but would require a massive tunnel model being made for each level and would be quite odd..

If you where going to do that much work you might as well just dig a hole in the ground and put the tunnel system in it, then make a terrain cover for it :p

Its also not flexible enough for anything more than on a per map basis.
Well by having it above ground you could make tunnels under rivers and stuff. Terrain morphing when you're watching from far away would cause less problems. You wouldn't have to remodel a mountain if it had caves in it etc.

But as you said, unless you can make a modular tunnel system, it is pretty much work to model the whole tunnel. You would also need to take into consideration how sounds/jdams/lightmapping would be affected by this.
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