By the way.. Those trees must be new huh!
**Sneak Preview** Fool's Road
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Specifications
- Posts: 70
- Joined: 2007-06-02 19:19
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Top_Cat_AxJnAt
- Posts: 3215
- Joined: 2006-02-02 17:13
Taxi, we all not what it looks like *drools* but i dont think i can make any more comments until i can get down and dirty on this unseasoned canvass in the public beta.
When 64 players can wheel, slide and blow their way round this map...
...so any chance of picture of the map for the map, they are really quite blurry so it is not like it would reveal much, just give some of us a chance to dream up little plans, wetting our appetite for what a real tactical affair that you probably are dying to see explode across that map! :razz:
When 64 players can wheel, slide and blow their way round this map...
...so any chance of picture of the map for the map, they are really quite blurry so it is not like it would reveal much, just give some of us a chance to dream up little plans, wetting our appetite for what a real tactical affair that you probably are dying to see explode across that map! :razz:
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IronTaxi
- Retired PR Developer
- Posts: 4925
- Joined: 2006-05-31 12:56
blllaahaha
blallahahaha.....[R-DEV]Rhino wrote:what have a told you about minimaps taxi
renderer.mincalldistance 2000
staticmeshrender.nolods 1
build final roads
move water 1m down
then generate![]()
this is an old map!!!
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Top_Cat_AxJnAt
- Posts: 3215
- Joined: 2006-02-02 17:13
So how would this actually make the mini map Taxi made look different?[R-DEV]Rhino wrote:what have a told you about minimaps taxi
renderer.mincalldistance 2000
staticmeshrender.nolods 1
build final roads
move water 1m down
then generate![]()
P.s i have located the location of the rail way depot, main militia base (one with quad AA), the concrete bunkers to the North west of it, possibility the main enemy base (British i hope not Russia!
In total i estimate there to be 6 - 8 flags but that is just from studying the mini map - which is ofcourse quite blurry.
I'v also come up with a few basic ideas of how to capture but with out a doubt, this is going to very different to Mestia and quite different to anything i think we have played so far! Great Going Tax!
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77SiCaRiO77
- Retired PR Developer
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Rhino
- Retired PR Developer
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- Joined: 2005-12-13 20:00
first command would "call" all objects into the view so even if they are out of there max view distance range, they will still draw upto 2000m if you put that command in, even a very simple sign post, not that you will be able to make it out on the minimap but it dose improve it.Top_Cat_AxJnAt wrote:So how would this actually make the mini map Taxi made look different
2nd command makes all the objects draw in there highest "LOD", which means they will draw in the same quility if you where right upto them, than far away, again, makes the minimap look alot better, good exsample is the vBF2 mosque on a low lod, the dome will look more like a dimond than a circle
next command will make all the roads snap right onto the terrain like they do ingame, in that minimap you will see the roads going though the terrain and then poping out again later on down the road, dont look as nice
next command needs to be done as from where the minimap is drawn, the water creeps up abouts 1m, as you will notice some really small ponds on screenshots like the one next to the rail deport, in that minimap look like a much larger pond, if it was 1m down before it would be the same size.
IE, all makes a much nicer and more accurate minimap
your a nub, asymmetrical dose not mean unbalanced....77SiCaRiO77 wrote:seems asimetrical and unbalanced , i like it!
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Nickbond592
- Retired PR Developer
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- Joined: 2007-01-30 18:16
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Top_Cat_AxJnAt
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- Joined: 2006-02-02 17:13


Jaymz




