Mappers: glass shards along compound walls

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Scandicci
Posts: 297
Joined: 2008-04-18 13:39

Mappers: glass shards along compound walls

Post by Scandicci »

Anyone familiar with compound walls in countries without heavy liability laws knows that these are usually topped with nasty rows of shark-tooth broken glass cemented into the wall. In most geographic areas represented by PR maps, throwing a rope over a compound wall and hopping over would probably do damage.
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=Romagnolo=
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Re: Mappers: glass shards along compound walls

Post by =Romagnolo= »

I think that the mapper should create a new wall model with those on it and because of the amount of edges, the poly count would be very high, probally causing lag issues in the map.
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LtSoucy
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Re: Mappers: glass shards along compound walls

Post by LtSoucy »

As said, high polys=lag and for a someone to model something so small is stupid. and would you even beable to see it?
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Scandicci
Posts: 297
Joined: 2008-04-18 13:39

Re: Mappers: glass shards along compound walls

Post by Scandicci »

LtSoucy wrote:As said, high polys=lag and for a someone to model something so small is stupid. and would you even beable to see it?
See it maybe, feel it yes.
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CodeRedFox
Retired PR Developer
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Re: Mappers: glass shards along compound walls

Post by CodeRedFox »

=Romagnolo= wrote:I think that the mapper should create a new wall model with those on it and because of the amount of edges, the poly count would be very high, probally causing lag issues in the map.
You can get around it by using a image with a alpha map. Same idea as the razor wire.
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aperson444
Posts: 276
Joined: 2008-06-17 19:28

Re: Mappers: glass shards along compound walls

Post by aperson444 »

I remember in India seeing these.

Poor dog that tried climbing over the wall :D
Scandicci
Posts: 297
Joined: 2008-04-18 13:39

Re: Mappers: glass shards along compound walls

Post by Scandicci »

[R-DEV]CodeRedFox wrote:You can get around it by using a image with a alpha map. Same idea as the razor wire.
Fox, thanks for your input. There is the solution.

This is just an idea, but one that would reflect the reality of what one would find trying to scale a wall to gain access to a compound in the vast majority of the cases where PR maps are located.
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