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Re: Muttrah City
Posted: 2008-08-26 11:49
by Rhino
black-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.
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 lag

Re: Muttrah City
Posted: 2008-08-26 12:15
by Ressu
[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
thanks for that Hat switch views..!! great to hear that it's allso included 0.8!!
Re: Muttrah City
Posted: 2008-08-26 12:16
by Spekta
Awesome, this is what i've waited the past year for and... its so damn beautiful...
Re: Muttrah City
Posted: 2008-08-26 12:27
by Polka
YES YAY FINALLY! SEXUAL ERUPTION ALL OVER THE PLACE.
Re: Muttrah City
Posted: 2008-08-26 12:31
by supahpingi
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
Re: Muttrah City
Posted: 2008-08-26 12:34
by Rhino
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
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.
ref pic from more down the coast but of the same stuff.
http://www.gloryhoundz.com/prmm/users/rhino/361253.jpg
Re: Muttrah City
Posted: 2008-08-26 12:37
by Tannhauser
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!

Re: Muttrah City
Posted: 2008-08-26 12:39
by Sundance Kid
oh yes,finally.and looking damn great! i love you

Re: Muttrah City
Posted: 2008-08-26 12:41
by Rhino
For thous of you who are intrasted, here is how my lightmapping, Max scene looks like.
each yellow big arrow thing is a light

Re: Muttrah City
Posted: 2008-08-26 12:42
by Rhino
Tannhauser 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!
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 flanking

Re: Muttrah City
Posted: 2008-08-26 13:00
by marcoelnk
LOL
nearly the same , eh ? ^^
Re: Muttrah City
Posted: 2008-08-26 13:07
by Spec
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!
Re: Muttrah City
Posted: 2008-08-26 13:13
by Smooth[EST]
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?
Re: Muttrah City
Posted: 2008-08-26 13:16
by winters101
I hope the huey lag will disapear

?
Re: Muttrah City
Posted: 2008-08-26 13:17
by Tannhauser
Yay! Icons for mortars, arti and JDAM!
Alright, this is going to be epic!
Re: Muttrah City
Posted: 2008-08-26 13:18
by Rhino
[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.
Re: Muttrah City
Posted: 2008-08-26 13:23
by winters101
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 ^^
Re: Muttrah City
Posted: 2008-08-26 13:25
by Farks
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.
Re: Muttrah City
Posted: 2008-08-26 13:28
by Rhino
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.
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.
but ehhh, without exporting the weapon again we can't make it so it has to be "assembled" as such.