[[New Faction Proposal] ] PLAN Marines

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Rhino
Retired PR Developer
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Re: [Proposal] PLAN Marines

Post by Rhino »

yes Muttrah 2 is 2km squared.

Muttrah 1 was 1km squared :p
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Proposal] PLAN Marines

Post by HughJass »

so 2km? im skeptical whether it will be big enough...
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Proposal] PLAN Marines

Post by HughJass »

i thinking im going with 4, so we could make this map a little more asset based, because there is so much varients of the apc.
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PRC_Heavy_Z
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Re: [Proposal] PLAN Marines

Post by PRC_Heavy_Z »

Very well then :) Good luck
Rhino
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Re: [Proposal] PLAN Marines

Post by Rhino »

if I was you I would do at least 1 512x2 map (1km, OGT, AoM etc size) just so you have a map with infantry on it that will be done quickly enough. Just have a infantry beach assault to take over a radar installation or something :D
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PRC_Heavy_Z
Retired PR Developer
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Re: [Proposal] PLAN Marines

Post by PRC_Heavy_Z »

Yeah, I'll think about that. Main thing is, Infantry wise, this faction would be the same as PLA. Thus it won't be too unique or anything. But then we just need maps in general XD
fludblud
Posts: 1197
Joined: 2007-10-07 07:35

Re: [Proposal] PLAN Marines

Post by fludblud »

yeah dont make the map too big, PR still doesnt have a true beach assault map and having squads spread miles apart with 20min vehicle respawn times would hardly be fun.

besides, isnt the ocean camo supposed to effective en masse?
PRC_Heavy_Z
Retired PR Developer
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Re: [Proposal] PLAN Marines

Post by PRC_Heavy_Z »

There will be smaller maps and there will be larger maps, it'd be best if we had at least one 4km map as then it'd showcase most of the unique assets and game-play differences offered by the PLANM faction. The squads won't be spread miles apart unless there's absolutely no coordination, but there will be lots of space and route options to maneuver. Regarding the vehicle respawn times, I have not stated it'll be 20min or any time yet. It'll need some testing before I can confidently say how much is the optimal respawn times.

One thing that I'd hope to avoid is a massive tard rush of boats and assets on to a beach with no planning and call it an "assualt". Sure it'll seem pretty cool and make it feel like you're invading Normandy in Saving Private Ryan but it's going to get really dull and spammy.
motherdear
Retired PR Developer
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Re: [Proposal] PLAN Marines

Post by motherdear »

okay i've neglected you guys recently in regards to updates on the boat (mostly engine details and adjustments)
so here i go.
full boat:
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engine:
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closeups:
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things to be done:
1)add somekind of screw to the attachment
2)add a steering bar
3) possible optimization of the block between the engine and the attachment mechanism
4) possibly a bit more details to add
5) evaluation of the engine and final touchups (hopefully)

at the moment the engine is at 2676 tris, the boat at 496
so the total current tri count is 3172 tris. i aim for an absolute maximum of 3500 (and that might be a bit over the top) but still needs a bit more optimization optimization.

enjoy
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Rhino
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Re: [Proposal] PLAN Marines

Post by Rhino »

IMO your focusing too much on the engine, its going to be the bit that's seen the least on the boat.

I would work a lot more on the inside details, seats etc.

It's a boat, it dont need that much detail and think you should look into optimizing your engine with all these groves etc and do them with the bump maps.
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motherdear
Retired PR Developer
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Re: [Proposal] PLAN Marines

Post by motherdear »

yeah i was thinking about doing bump maps for them too, would save a lot on the tri count and would do the same. me and heavy discussed adding seats to the boat, but we decided against it because of 2 reasons, restricts movement and doesn't seem realistic (it is afterall a modified fishing boat) and the RIB doesn't have seats either.
i'll keep the grooves for now and then remove them when it gets uv'ed so that we got an idea how it would look when textured. secondly i have been working on getting the engine to par and it worked out pretty good. i'll work on adding paddles inside the boat so that if the engine fails they got something to get to land with. also it needs bags and other stuff to fill up some of the inside (which will be the next thing i will do)
adding a bump map should be able to save between 500-1000 tris at least (just thinking of replacing the 2 lower groves) (might do the middle of the intake with bump too, but i'm a bit resitant on this (i don't know how effective a bump map is)
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Rhino
Retired PR Developer
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Re: [Proposal] PLAN Marines

Post by Rhino »

paddles and other kit bags etc will be good for extra detail :)

but if you have no seats, how are the players going to sit in the boat? on the vbf2 RHIB the players just crouch down in the centre and looks a little odd but ye, works, you planning the same thing?
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motherdear
Retired PR Developer
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Re: [Proposal] PLAN Marines

Post by motherdear »

yeah that was what we were thinking, we were considering putting in some benches going across (like in some boats) but that gives a high profile.
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Proposal] PLAN Marines

Post by McBumLuv »

It's looking good, though I agree that the engine has way many polys. But as for detail, you'll probably have what, a bench in the back for the driver and a passenger, and then two more benches up front for 4 more passengers? That would probably be a good scale, I think.

Then, under those benches, you could have a set of oar,s, as Rhino said, maybe a knocked down bucket for when your leaking :p . Just stuff like that. Looking really good though so far.
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motherdear
Retired PR Developer
Posts: 2637
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Re: [Proposal] PLAN Marines

Post by motherdear »

made a small oar for the inside of the boat, i will add two of these (each 270 tri) but i have made up for this by removing bout 300 tris from the engine (mostly from the shaft, but also from different parts) btw rhino if you are reading this i need to ask you about some bumpmap (regarding the intake on top of the engine (can the intake part be made with bumpmap and look good ?) if so i can save like 200 tris there)
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anyway it's pretty simple but still a bit high on the tris (since it's going to be seen by the players in the boat)
i'm not planning on adding any benches in the boat btw since it's close to .5m high and the players would be seated unnaturally high since the bottom of the boat is raised.
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
tmnoobage
Posts: 155
Joined: 2008-09-15 19:54

Re: [Proposal] PLAN Marines

Post by tmnoobage »

this mod sounds like a great idea :D If you tell me what tanks/apc's need modeling I might have a crack at it after I finish up my Type 87 RV :D
[url=noobage.wordpress.com][/url]
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Proposal] PLAN Marines

Post by Rhino »

Jonny wrote:What is that thing on the end of the shaft (at the bottom of the picture...) doing?
any short paddles have them, its for better grip and holding on a short paddles thou unneeded on a long one.

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