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Concerning Models and Engines
Posted: 2011-11-04 04:44
by Bluedrake42
I thought all PR:BF2 models and textures are originally made to ArmA2 standards, and then bumped down in detail to fit within BF2's polygon limits. So if that's so... why aren't we seeing all that content made for PR:BF2 in PR:ArmA2?
Re: Concerning Models and Engines
Posted: 2011-11-04 05:06
by splatters
Yes most of the original models made for PR are of high enough quality for Arma, but it's not just a matter of modelling the object to get a working asset in-game

Re: Concerning Models and Engines
Posted: 2011-11-04 17:57
by Bluedrake42
splatters wrote:Yes most of the original models made for PR are of high enough quality for Arma, but it's not just a matter of modelling the object to get a working asset in-game
Yeah exactly, that's what I would like to know more about
It appears that all the content so far in PR:ArmA2 has been made from scratch
why are we seeing these first instead of PR:BF2 ports?
I understand that porting still requires time and work
but I'm assuming it must take much less work than making models from scratch
Re: Concerning Models and Engines
Posted: 2011-11-04 19:52
by Rudd
It is happening, however the current BETA for A2 is more concerned with testing PR's gameplay dynamics.
Re: Concerning Models and Engines
Posted: 2011-11-04 19:57
by Spush
splatters wrote:Yes most of the original models made for PR are of high enough quality for Arma, but it's not just a matter of modelling the object to get a working asset in-game
It's more like, the newer content for Arma 2 which isn't in BF2, like the Mastiff would be modeled to Arma Poly limits, which is pretty high. Then optimized to BF2 standards, just like how the Panther is.
Re: Concerning Models and Engines
Posted: 2011-11-04 20:31
by Bluedrake42
[R-DEV]Rudd wrote:It is happening, however the current BETA for A2 is more concerned with testing PR's gameplay dynamics.
oh haha okay cool, I was just wondering
I didn't know if there was something else I wasn't thinking about