
Houses/farms on the northern approach start at the golf course and go all the way up to the airfield. Pics later of that, however its going well.
Also been putting in resort type of things to keep building spacing good.













Yeah, I know if you get to many above, below and around you they start flickering visible to invisible. I only have 1 area of concern for that at the moment. One thing that would help that I have though about asking around for would be this section modeled with a flat top and flat bottom, It would probably cut near 100- 200 objects off if I had it.[R-DEV]Rudd wrote:that rig looks interesting, could you also post some references you've used to help us judge how realistic it is?
my worry is that the number of 'lego' type constructions you've put on there could cause some FPS issues, hopefully not too bad since it'll be in the ocean by itself though. the sheer number of objects requesting draw calls etc could be a significant issue.
you've certainly used some statics very imaginatively though which is impressive
my experience in other games like Joint Operations where these kind of constructions were used is that there is a high rate of accidental holes etc to the sea floor, be very careful.


actually there was such a 'pirate' scenario map in development a few years ago, but sadly the mapper stopped doing itZemciugas wrote:I to think this rig would be better off in its own map. Could add some cargo ships like kitty mentioned as a ARF held territory of cargo ships and rig as multiple last flags. Could have USMC make use of little birds and speedboats, would be epic and a nice change of pace from all the land maps.
That was the Eyl Somalia map, which would have revolutionized BF2 mapping.Nugiman wrote:actually there was such a 'pirate' scenario map in development a few years ago, but sadly the mapper stopped doing it