Sandbag base for commander assets

Suggestions from our community members for PR:BF2. Read the stickies before posting.
K3Y
Posts: 41
Joined: 2006-10-18 13:37

Sandbag base for commander assets

Post by K3Y »

One problem with placing a commander asset on a slope is that it appears to float off the ground:

Image

A good idea to solve this problem would be to include a level sandbag base to the model, shown in red here:

Image

This would make sure that where ever you placed it the model wouldn't appear to float.
Last edited by K3Y on 2007-06-10 08:03, edited 1 time in total.
Image
IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Post by IAJTHOMAS »

Wouldn't the sandbags just float as well? As its essentially just another part of the model.
com_kieffer
Posts: 180
Joined: 2007-04-02 15:51

Post by com_kieffer »

wouldn't the idea be to have the sand bags partially buried ?
Falkun
Retired PR Developer
Posts: 1207
Joined: 2007-04-02 03:52

Post by Falkun »

Hey I'm the commander in there :D

But, yeah, the sandbag-base should be able to be spawned partially underground. Or, perhaps the sandbag-base static could be built without any collision?
IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Post by IAJTHOMAS »

Falkun wrote:Hey I'm the commander in there :D

But, yeah, the sandbag-base should be able to be spawned partially underground. Or, perhaps the sandbag-base static could be built without any collision?
No collision, would that mean being able to shelter under guns by crawling in to them?

And I thought you couldn't alter terain as it is hard coded, with respcet to the partially underground thing?

Not trying to p*ss on your firework, I like the idea, just don't know if its feasable in the way you mentioned.
jerkzilla
Posts: 1615
Joined: 2007-03-07 12:04

Post by jerkzilla »

I support this idea.
I think what he means is that the asset will be sitting on a pile of sandbags that come out of the ground, the terrain is not altered. The sandbags should hardly be noticeable if the asset is placed on level ground.
This signature is here due to lack of imagination.
K3Y
Posts: 41
Joined: 2006-10-18 13:37

Post by K3Y »

IAJTHOMAS wrote:Not trying to p*ss on your firework, I like the idea, just don't know if its feasable in the way you mentioned.
Well obviously, any idea is bound by whether it would work in game... that goes without saying. I think the people who code the game are the best people to ask.
Image
MrD
Posts: 3399
Joined: 2006-05-13 16:21

Post by MrD »

I placed a bunker in the West Tower on Assault on Mestia facing outwards and you could crawl under the front of it due to the way the ground was leaning. It was unfortunate.

There is a possible answer to this but I don't know if it is credible.

Iceberg theory!

The statics are changed so that no matter the slope, there will be no gap as the static goes underground. We have no destructible ground really and anything that is destructible you should not be able to place an asset on (like a building, runway) etc.
Image
[R-MOD]Mongolian Dude:
AH man, sarcasm is so hard to get across the web, even if we are both british :(
[R-DEV]Jaymz: That has to be...the most epic response to a welcome thread I have ever seen. [R-CON]Mr.D ladies and gentlemen!
K3Y
Posts: 41
Joined: 2006-10-18 13:37

Post by K3Y »

HellDuke wrote:Hm.. If it's possible then add the sandbags so that they would be part of the model, and lower the initial model placing lower by the height of the sandbags, so that if you put an asset on a slope part of the sandbags go into the ground and the others block possible gaps. If it were placed on plain ground then all of the sandbags would be underground. Is that what you had in mind K3Y, jerkzilla?
Yes... Have a cube of sandbags or concrete below the model and sink the model into the ground. I mean from the pic I made I thought that would be pretty much self explanatory.
Image
Tipsi
Posts: 52
Joined: 2007-02-11 15:41

Post by Tipsi »

K3Y your avatar is disturbing and brilliant. I think i spent about 3mins watching that :)
Image
jerkzilla
Posts: 1615
Joined: 2007-03-07 12:04

Post by jerkzilla »

HellDuke wrote:Hm.. If it's possible then add the sandbags so that they would be part of the model, and lower the initial model placing lower by the height of the sandbags, so that if you put an asset on a slope part of the sandbags go into the ground and the others block possible gaps. If it were placed on plain ground then all of the sandbags would be underground. Is that what you had in mind K3Y, jerkzilla?
Exactly, and it shouldn't be hard at all.
This signature is here due to lack of imagination.
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

jerkzilla wrote:Exactly, and it shouldn't be hard at all.
And your "X" number of years of modding experience has qualified you to make that assesment I suppose?

Don't post here about what is hard and/or not hard until you have done it yourself AND done it in the context of a massive game with a lot more complexities and dependencies than most of you can even fathom, particularly those who think something like this "shouldn't be hard".
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
egg[/COLOR][/COLOR][/COLOR]

Image
OiSkout
Posts: 1294
Joined: 2006-05-14 02:39

Post by OiSkout »

Hehe yea, but as we all know, EA didn't make the most mod-friendly engine.

Although I do know in some other games that unless you have already lowered the terrain to the lowest possible, some games have say buildings that are placed at 0 in relation to the terrain(which can be whatever, -100 to 100), and has extra stuff from the 0 to -5 range for slopes or something. While if placed on stable terrain, the stuff in the negative height range won't be shown, but in slopes it'll appear.

Though I don't know if that's actually how it's done in the game. Especially cause there are nearly no buildings on slopes in this game. EVER.
jerkzilla
Posts: 1615
Joined: 2007-03-07 12:04

Post by jerkzilla »

[R-DEV]eggman wrote:And your "X" number of years of modding experience has qualified you to make that assesment I suppose?

Don't post here about what is hard and/or not hard until you have done it yourself AND done it in the context of a massive game with a lot more complexities and dependencies than most of you can even fathom, particularly those who think something like this "shouldn't be hard".
My apologies, you won't hear it from me again.
This signature is here due to lack of imagination.
DarkTalon
Posts: 711
Joined: 2007-03-22 00:17

Post by DarkTalon »

I might be thinking in a different engine but is it possible to move the "origin" of the model to the bottom of the command emplacement?
Image
K3Y
Posts: 41
Joined: 2006-10-18 13:37

Post by K3Y »

OK so the end result would look like this:
Image
or:
Image
Image
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Post by Maxfragg »

not the best, but better than flying
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

OMG HOW'D'YOU DO THAT_!!?!?!? PHOTOSHOP??!?!
Image

If you are reading this dont stop, cause if you do, I'll kick you in the balls.
Post Reply

Return to “PR:BF2 Suggestions”