Render Qwai fields as overgrowth.

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Charity Case
Posts: 179
Joined: 2008-02-15 22:27

Render Qwai fields as overgrowth.

Post by Charity Case »

Could the crop fields on Qwai River be rendered as overgrowth instead of undergrowth? In their current form, the plants don't draw over about 100m, so they're useless as concealment. In fact, they're are worse than useless because players standing in the fields can't see out but anyone 100m away can easily see (and shoot) in.

I believe remaking the fields as overgrowth would solve this problem because overgrowth draws at all distances. Also, re-rendering the fields would dramatically change the maneuvering possibilities for infantry around Estate, Processing, and Government Office. Despite its age, Qwai River remains one of the best maps in PR. And re-rendering the fields would only improve on this excellent map.
ostupidman
Posts: 208
Joined: 2008-05-13 15:03

Re: Render Qwai fields as overgrowth.

Post by ostupidman »

That would be nice if it doesnt make the map to taxing. My favorite map. Whoever made it.....your awesome...so are the rest of the DEVs...but you have a special place in my heart. Now that all that mushy stuff is out of the way lets go gut some fools.
If brute force doesn't work.......your not using enough of it.
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: Render Qwai fields as overgrowth.

Post by dbzao »

;) ask Rhino...
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Render Qwai fields as overgrowth.

Post by CodeRedFox »

Ahhh overgrowth...I damn thee

The quick answer is no, the long answer is yes. The problem is a tree here or there is fine but a grass blade every inch would bog the engine down so much it would be unplayable.

Now I know what your thinking. Just use the crop static as over growth. The only problem is that the crops we have are made to sit on flat ground 50m x 50m. Now we do have somethings in the works that are OPSEC :-D

So there is the short and long anwser.
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"apcs, like dogs can't look up" - Dr2B Rudd
Viper.Sw
Posts: 143
Joined: 2008-01-08 03:20

Re: Render Qwai fields as overgrowth.

Post by Viper.Sw »

[R-DEV]CodeRedFox wrote:Ahhh overgrowth...I damn thee

The quick answer is no, the long answer is yes. The problem is a tree here or there is fine but a grass blade every inch would bog the engine down so much it would be unplayable.

Now I know what your thinking. Just use the crop static as over growth. The only problem is that the crops we have are made to sit on flat ground 50m x 50m. Now we do have somethings in the works that are OPSEC :-D

So there is the short and long anwser.
Isnt the ones in Korengal valley fields rendering at longer distances? maybe make something like those then?
hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Re: Render Qwai fields as overgrowth.

Post by hx.bjoffe »

I forgot, who did make it? The map that withstands time best.
Pity the signatures was taken of the loading screen minimap.
daranz
Posts: 1622
Joined: 2007-04-16 10:53

Re: Render Qwai fields as overgrowth.

Post by daranz »

hx.bjoffe wrote:I forgot, who did make it? The map that withstands time best.
Pity the signatures was taken of the loading screen minimap.
Map authors are listed in the guide, on individual map pages.
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Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: Render Qwai fields as overgrowth.

Post by Drav »

man there are some good suggestions now and again.....what an awesome idea, why dont we do that?


:)
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Render Qwai fields as overgrowth.

Post by McBumLuv »

'[R-CON wrote:Mescaldrav;874221']man there are some good suggestions now and again.....what an awesome idea, why dont we do that?


:)
I know, you're talking about a recent flood of resuggestions, aren't you? I'm sure that would tick anyone off. Don't worry, though, a few good fastropes

er I mean...
uhmm...

:o ops:

this isn't gonna go down nicely...
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Charity Case
Posts: 179
Joined: 2008-02-15 22:27

Re: Render Qwai fields as overgrowth.

Post by Charity Case »

[R-DEV]CodeRedFox wrote:Ahhh overgrowth...I damn thee

The quick answer is no, the long answer is yes. The problem is a tree here or there is fine but a grass blade every inch would bog the engine down so much it would be unplayable.

Now I know what your thinking. Just use the crop static as over growth. The only problem is that the crops we have are made to sit on flat ground 50m x 50m. Now we do have somethings in the works that are OPSEC :-D

So there is the short and long anwser.
Ok, so one would have to make custom crop statics in the shape of the crop fields. Well, maybe when Qwai v2 comes out :D .
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: Render Qwai fields as overgrowth.

Post by DeltaFart »

I like this
And to whomever cares, I'm still laughing about the hitler and fast ropes thing
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Render Qwai fields as overgrowth.

Post by Rhino »

[R-DEV]dbzao wrote: ;) ask Rhino...
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? :p

(not in .85 btw for any one who asks)
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Render Qwai fields as overgrowth.

Post by Scot »

Why do you taunt us?!
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Render Qwai fields as overgrowth.

Post by Rhino »

because its fun? :D
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Render Qwai fields as overgrowth.

Post by Scot »

Fair enough.



(Evil evil evil evil evil)



:p
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SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: Render Qwai fields as overgrowth.

Post by SuperTimo »

My graphics are better than joo :p

:)

stop taunting!!
Hitler: "call yourself a Dev Team? you couldn't make a modification if it ran off the source engine!"
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Render Qwai fields as overgrowth.

Post by Rhino »

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