Render Qwai fields as overgrowth.
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Charity Case
- Posts: 179
- Joined: 2008-02-15 22:27
Render Qwai fields as overgrowth.
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.
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.
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ostupidman
- Posts: 208
- Joined: 2008-05-13 15:03
Re: Render Qwai fields as overgrowth.
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.
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dbzao
- Retired PR Developer
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Re: Render Qwai fields as overgrowth.
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CodeRedFox
- Retired PR Developer
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Re: Render Qwai fields as overgrowth.
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
So there is the short and long anwser.
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
So there is the short and long anwser.

"apcs, like dogs can't look up" - Dr2B Rudd
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Viper.Sw
- Posts: 143
- Joined: 2008-01-08 03:20
Re: Render Qwai fields as overgrowth.
Isnt the ones in Korengal valley fields rendering at longer distances? maybe make something like those then?[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
So there is the short and long anwser.
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hx.bjoffe
- Posts: 1062
- Joined: 2007-02-26 15:05
Re: Render Qwai fields as overgrowth.
I forgot, who did make it? The map that withstands time best.
Pity the signatures was taken of the loading screen minimap.
Pity the signatures was taken of the loading screen minimap.
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daranz
- Posts: 1622
- Joined: 2007-04-16 10:53
Re: Render Qwai fields as overgrowth.
Map authors are listed in the guide, on individual map pages.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.

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Drav
- Retired PR Developer
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- Joined: 2007-12-14 16:13
Re: Render Qwai fields as overgrowth.
man there are some good suggestions now and again.....what an awesome idea, why dont we do that?

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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: Render Qwai fields as overgrowth.
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'[R-CON wrote:Mescaldrav;874221']man there are some good suggestions now and again.....what an awesome idea, why dont we do that?
![]()
er I mean...
uhmm...
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.
Ok, so one would have to make custom crop statics in the shape of the crop fields. Well, maybe when Qwai v2 comes out[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
So there is the short and long anwser.
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DeltaFart
- Posts: 2409
- Joined: 2008-02-12 20:36
Re: Render Qwai fields as overgrowth.
I like this
And to whomever cares, I'm still laughing about the hitler and fast ropes thing
And to whomever cares, I'm still laughing about the hitler and fast ropes thing
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Rhino
- Retired PR Developer
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- Joined: 2005-12-13 20:00
Re: Render Qwai fields as overgrowth.
[R-DEV]dbzao wrote:ask Rhino...

?
(not in .85 btw for any one who asks)
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Scot
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Rhino
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Scot
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SuperTimo
- Posts: 2079
- Joined: 2007-07-31 09:25
Re: Render Qwai fields as overgrowth.
My graphics are better than joo 

stop taunting!!
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
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