Statics - Whatdya want?

Making or wanting help making your own asset? Check in here
BlakeJr
Retired PR Developer
Posts: 3400
Joined: 2004-09-12 12:04

Post by BlakeJr »

Guerra norte wrote:Something that has always puzzled me is that Iraqi houses seem to be built for defensive combat, but it's no wonder considering Saddams reign over Iraq for that long.
Excuse me, have you ever seen a house built for offensive warfare? :lol:
Sorry, couldn't help myself.... ;)
Image
{ pretty sig removed construction on new one has not begun }
... yet ...
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

BlakeJr wrote:Excuse me, have you ever seen a house built for offensive warfare? :lol:
Sorry, couldn't help myself.... ;)
Yes, in Final Fantasy 7 there's a nasty enemy in the Midgar slums that's called a Hellhouse.

Image

Annoying thing too.
matt.b
Retired PR Developer
Posts: 992
Joined: 2006-04-07 23:24

Post by matt.b »

Ecko wrote:So too all you map makers, what do you need/want?
Static cars, better than the bf2 ones & not so wrecked, are on the devs current want list. A few of those & we'll love you forever, & I can help on the technical side (lods, colls, export etc).
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

be careful with mattb....he has an obsession with producing statics...he might model one in his own likeness someday soon....
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Lol. Where Maistros rolls out textures, matt.b rolls out statics.
KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

This thread has been taken over by DEVs and MODs. Good thing I'm here to spam it.










:razz:
But, seriously, thank you for all your effort. The more statics, the better (unless they're all in the same map, of course; that'd be laggy)...
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

KP wrote:But, seriously, thank you for all your effort. The more statics, the better (unless they're all in the same map, of course; that'd be laggy)...
Not really, think of all the polygons Iron saved by making the light house 6 sided! LOL! I got some ideas to work with the lighthouse right now, but my previous thoughts were shattered once I heard about Irontaxis level by level interior. I guess I can thank him for the "inspiration" with that model off. hehe.
KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

Hehe. :D Love your sig, by the way...
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

well lets get some stati models from the guy who started this thread..hehe...

im thinking to do a set of enterable pipes...what you guys think about that?
KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

Dooo eeeet!
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

'[R-DEV wrote:IronTaxi']enterable pipes...
What? Well that would be way to easy! A simple tube primitive that can curve!
Jay
Posts: 281
Joined: 2006-07-03 19:39

Post by Jay »

'[R-DEV wrote:IronTaxi']im thinking to do a set of enterable pipes
Don't they already have some? There's a few in Muttrah, like way to the north, where the US can get onto the land using boats.
Jay
Posts: 281
Joined: 2006-07-03 19:39

Post by Jay »

Guerra norte wrote:Yes, in Final Fantasy 7 there's a nasty enemy in the Midgar slums that's called a Hellhouse.

Annoying thing too.
Yeah, but its great for EXP though!
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

yeah but how about like a good pipe system....or like a processing plant where you can jump in the pipes for a short cut or something..hehe...guess those things would be bulletproof....
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

A simple animation to show how the lighthouse may look when the light is shone.Its only 3 seconds long but took thirty minutes to render. A 1 to 600 ratio. :-P
http://www.youtube.com/watch?v=EuGwirymrC4
Jay
Posts: 281
Joined: 2006-07-03 19:39

Post by Jay »

'[R-MOD wrote:Dylan']A simple animation to show how the lighthouse may look when the light is shone.Its only 3 seconds long but took thirty minutes to render. A 1 to 600 ratio. :-P
Lol, you should do a maxwell render! It'll take about a day to render that :lol:
Help Project Reality in Australia, join the bigD community!
http://www.bigdgaming.net/
Post Reply

Return to “PR:BF2 Community Modding”