ye, car is pretty crappy hehe, me and cheese where basically see how much work it would take to make a simple car, and it was quite abit. Hope to make some new cars for the next version since the streets need them, providing its feasible, main problem with cars is they are very poly heavy and require large LMs = lots of lagblack-wolf wrote:Btw, I found the ''whitecar1'' static today in bfeditor, the only problem was that it had the ''I need you for the us army'' skin.
[Map] Muttrah City
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Muttrah City
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Ressu
- Posts: 9
- Joined: 2008-07-30 19:45
Re: Muttrah City
thanks for that Hat switch views..!! great to hear that it's allso included 0.8!![R-DEV]Rhino wrote:the attack chopper will have a few small things changed about them, like limited flares, cannon tweaks, Hat switch views etc![]()
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Spekta
- Posts: 73
- Joined: 2007-02-26 12:33
Re: Muttrah City
Awesome, this is what i've waited the past year for and... its so damn beautiful...
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Polka
- Posts: 6245
- Joined: 2007-07-08 14:18
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supahpingi
- Posts: 1921
- Joined: 2007-05-29 14:10
Re: Muttrah City
I dunno how many brought this up(didnt read 13 pages)
But those wave breaker blocks look way to toyish,the skin should have way more green(weeds,algae)
The rest of the map made me drool tough,good job mate.
just afraid that those blocks might spoil the stting when i fly over it XD
But those wave breaker blocks look way to toyish,the skin should have way more green(weeds,algae)
The rest of the map made me drool tough,good job mate.
just afraid that those blocks might spoil the stting when i fly over it XD
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Rhino
- Retired PR Developer
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Re: Muttrah City
ye, been brought up a few times, they are in fact quite clean, the top ones, but the bottom ones are not green, but in fact black for some reason I aint 100% sure on, but would require me to make 2 types of rock armour, and didn't think it was all worth it.supahpingi wrote:I dunno how many brought this up(didnt read 13 pages)
But those wave breaker blocks look way to toyish,the skin should have way more green(weeds,algae)
The rest of the map made me drool tough,good job mate.
just afraid that those blocks might spoil the stting when i fly over it XD
ref pic from more down the coast but of the same stuff.
http://www.gloryhoundz.com/prmm/users/rhino/361253.jpg
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Tannhauser
- Posts: 1210
- Joined: 2007-11-22 03:06
Re: Muttrah City
Awesome work!
However, I feel like those suburbs south-east of MEC Fortress won't be used much and will be often empty. Or did you plan using the zone for flanking?
Otherwise, fantastic work! It's been oversaid, but again, I can't wait to play on it!
However, I feel like those suburbs south-east of MEC Fortress won't be used much and will be often empty. Or did you plan using the zone for flanking?
Otherwise, fantastic work! It's been oversaid, but again, I can't wait to play on it!
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Sundance Kid
- Posts: 3330
- Joined: 2007-05-25 21:06
Re: Muttrah City
oh yes,finally.and looking damn great! i love you 
U.S bace in mad of 5 enterdil bildings with lap tops and rados in them
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Rhino
- Retired PR Developer
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Re: Muttrah City
For thous of you who are intrasted, here is how my lightmapping, Max scene looks like.


each yellow big arrow thing is a light


each yellow big arrow thing is a light
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Rhino
- Retired PR Developer
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Re: Muttrah City
that area I plan to mainly be a LZ area and RP / Firebase setting area for the USMC, before there final assault on the fort / South City, but also for general flankingTannhauser wrote:Awesome work!
However, I feel like those suburbs south-east of MEC Fortress won't be used much and will be often empty. Or did you plan using the zone for flanking?
Otherwise, fantastic work! It's been oversaid, but again, I can't wait to play on it!![]()
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marcoelnk
- Retired PR Developer
- Posts: 1581
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Muttrah City
By Talos does that look awesome! I mean, i already found the old Muttrah really great, but if i see the minimaps like this... Duuude, Rhino, thats a hell of a nice job!
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Smooth[EST]
- Posts: 61
- Joined: 2008-07-07 20:05
Re: Muttrah City
I think I figured out what the last unknown icon is- its a dropable forklift!
I was really glad to see enterable mosq
Do we have destroyable houses there too?
I was really glad to see enterable mosq
Do we have destroyable houses there too?
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winters101
- Posts: 78
- Joined: 2007-06-19 16:06
Re: Muttrah City
I hope the huey lag will disapear
?
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Tannhauser
- Posts: 1210
- Joined: 2007-11-22 03:06
Re: Muttrah City
Yay! Icons for mortars, arti and JDAM! 
Alright, this is going to be epic!
Alright, this is going to be epic!
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Muttrah City
[quote=""'Smooth[EST"];777129']Do we have destroyable houses there too?[/quote]
very few dest objects, no dest buildings, which is in a way a good thing, it wont crash like Al Basrah.
[quote="winters101""]I hope the huey lag will disapear
?[/quote]
no sorry, as of yet we have not managed to fix this.
very few dest objects, no dest buildings, which is in a way a good thing, it wont crash like Al Basrah.
[quote="winters101""]I hope the huey lag will disapear
no sorry, as of yet we have not managed to fix this.
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winters101
- Posts: 78
- Joined: 2007-06-19 16:06
Re: Muttrah City
Rhino, let's put an APC who can't move on the carrier, like that we can enter in and get out for taking the huey without lag ^^
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Farks
- Posts: 2069
- Joined: 2007-01-20 00:08
Re: Muttrah City
Rhino, maybe at bit OT, but will AA- batteries need to be built with shovels or something like that? It kinda sucks that you just can make one pop up and instantly use it, and it will especially do it on this map.
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Rhino
- Retired PR Developer
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- Joined: 2005-12-13 20:00
Re: Muttrah City
the deployable AA wont be the ZPU4 guns, it will be thous lock on AA stand things, with limited ammo so they wont tare though choppers like a ZPU-4 dose.Farks wrote:Rhino, maybe at bit OT, but will AA- batteries need to be built with shovels or something like that? It kinda sucks that you just can make one pop up and instantly use it, and it will especially do it on this map.
but ehhh, without exporting the weapon again we can't make it so it has to be "assembled" as such.





