More destructable buildings in the future?

General discussion of the Project Reality: BF2 modification.
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Post by Spec »

Afaik, they are overgrowth, you can place a lot of that stuff on a map. You select an area you want trees to appear in, click a few buttons and they are there, and the limit is much higher afaik. Only works for trees etc.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

must be something in the files that make them different from other statics, i am wondering if it would be possible to move what ever allowes all the trees to be on a map over to other statics.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Post by gclark03 »

Is it possible to make better-looking destructible buildings (ones that aren't white) and create destruction animations/commands for existing buildings?
$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Post by $kelet0r »

Interestingly before I upgraded my computer, my 4 year old laptop with even older tech could out of every one of the 0.7 maps, only play the supposedly ram-eating monster AL Basrah and it could play it on all low settings but max viewdistance perfectly. No lag, steady frames, no crashes. Everything else, even the revitalised vanilla maps were completely unplayable - literally less than 1 frame per second on maps like Operation Ghost Train. If ever I could compliment Rhino properly, this would be as close as it would get. Kudos on making intially the most resource hungry map in PR the most cleverly optimised.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

Not to mention giving us lots of nice buildings to blow up. That was a great idea, whoever thought that one up should get a cookie.
[R-CON]creepin - "because on the internet 0=1"
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