Camouflage net

Suggestions from our community members for PR:BF2. Read the stickies before posting.
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Camouflage net

Post by LithiumFox »

........you know... that's.. actually some pretty epic photoshop right there... XD

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Camouflage net

Post by rushn »

i think it should be used for everything but vehicles and it will be impossible to cover vehicles because of different sizes so i don't see a problem there
illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Camouflage net

Post by illidur »

ropes fold.... so would the net. i think you could just make 1 big one. and by adjusting the different throw power of the net you could adjust how much space it would cover. it could be used to cover vehicles/inf/fobs. it would be epic if you made the transparency opposite from the grass. the closer you are the more you can see through it. and the farther you are the less you can see through. very nice suggestion.

the amount of setup time compared to real life is just like building a fob in game.
HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: Camouflage net

Post by HAAN4 »

rushn wrote:you can put a net on a road and the enemy will probably get suspicious and stop the vehicle or at least slow down thus giving you enough time to make a good ambush

or you can put a net down beside a road and wait for a vehicle to come or use the net to observe an enemy outpost or can you use it to
of course you can, is that why wars are coll.

muashuerahuheuaheuahue
Trekkie
Posts: 103
Joined: 2014-03-07 07:59

Re: Camouflage net

Post by Trekkie »

What about as a deployable, like the fence? One as a fence, and another that's a canopy like you see in some of the other emplacements.

Soldiers leave their vehicles for all sorts of reasons, this would just make it easier to put 'em in a convenient place, and more likely that they'd be there when you get back right?
Careless
Posts: 390
Joined: 2013-07-02 19:01

Re: Camouflage net

Post by Careless »

myles wrote:Yes but ppl will be "HIDING" their vechicles alot more with this.

Just think about it people will think of leaving vechiles more or less in a random bush somwhere without even thinking of leaving at an stratigeic loaction.
Are you implying that people nowadays don't leave their vehicles in random places?

Atleast with the nets some of them will conceal it and use it properly.
H.Maverick
Posts: 716
Joined: 2010-07-03 12:56

Re: Camouflage net

Post by H.Maverick »

We are we not funding this?
Its SO evil, it may actually encourage EA to support Modding again - Pantera

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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Camouflage net

Post by Brainlaag »

People love necromancy.
curahee150
Posts: 187
Joined: 2013-07-11 16:14

Re: Camouflage net

Post by curahee150 »

just an idea. Why not make camo nets deployable assets, this way people wont be encouraged to leave vehicles out in the middle of no were but you still can camouflage vehicles, and it wont be an unrealistically short amount of time to set it up.
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Camouflage net

Post by waldov »

I think for reasons already explained by [R-DEV]Ninja2dan introducing camo netting into PR, at least as far as vehicles are concerned would be unnecessary. Even looking past engine limitations its just plain unrealistic in the context of PR and I can't even begin to imagine how it would be misused. Face it ghillie suits is as cool as the Bf2 engine is gonna get with camouflage:

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Last edited by waldov on 2014-05-01 09:18, edited 2 times in total.
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Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: Camouflage net

Post by Mongolian_dude »

Actually, apart from it simply being extra work and resources, something similar to the netting atop the deployable Fire Base could be useful, especially for concealing positions from the FLIR systems of CAS and UAVs.

Its inclusion would pose other questions though, like how to destroy it and how it would interact with other deployables.
Military lawyers engaged in fierce legal action.

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matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Post by matty1053 »

How is this hard to make? The HMG and FOBS have camo nets... Just curious.
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Spush
Retired PR Developer
Posts: 4359
Joined: 2007-02-19 02:08

Re: Camouflage net

Post by Spush »

Works like vegetation.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Camouflage net

Post by Rhino »

matty1053 wrote:How is this hard to make? The HMG and FOBS have camo nets... Just curious.
It isn't really that hard to make, it just needs someone to make it which if your just talking about the model's LOD0 with UVs/textures, that would only take me an afternoon probably but the hard bit is making all its lods, making its cols, getting it exported, coding it up and then getting it fully working ingame with deployable code and 100% tested, that would take a week at best and that's assuming I can find someone with time to do the deployable python code side which I doubt I could do on my own, and I would need to take a week or so off the other work I'm doing which I, nor really any other dev can do currently as we all have loads of other stuff to be doing.
Spush wrote:Works like vegetation.
While most camonets are made like vegetation so they sway in the wind, the ones on deployables (other than the vehicle depo camo net) are just bundle meshes that don't sway in the wind. Although it would be possible to export the camo net as an overgrowth object, then attach it as a child onto the deployable function which would allow for the net to sway in the wind, as well as tillable textures etc in the same way I did the vehicle depo camo netting which for a camo net like this would be I would advise doing. Although for someone who knows how static/overgrowth texturing work this isn't really any harder than making a bundlemesh, in fact its in some ways a bit easier since you can tile the textures which to do with a bundlemesh would require you split the UVs and and manually tile them over the same UV cords :p
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matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Camouflage net

Post by matty1053 »

@Rhino I see.
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TheAndrew1987
Posts: 32
Joined: 2014-02-02 17:39

Re: Camouflage net

Post by TheAndrew1987 »

and who would have access to the camo net?
because if insurgents can have it then they can easily hide a cache
e.g: militia in the woods
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Camouflage net

Post by ComradeHX »

TheAndrew1987 wrote:and who would have access to the camo net?
because if insurgents can have it then they can easily hide a cache
e.g: militia in the woods
Everyone knows you should not attempt to deploy anything on cache; because more often than not, it will glitchkill the cache.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Post by matty1053 »

On ins this would be bad. Especially like iron ridge. Militia put 1 net over the cache - gg
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doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Camouflage net

Post by doop-de-doo »

What about this? Image

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Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: Camouflage net

Post by Truism »

This idea is too good to discard. Every army uses camo nets to help cam vehicles. This should really be on the crewman kit.
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