I can make the 3Ds models and LODs for all assets. The Cols and Materials are still something weird to me..
I wont even think about the exportation!
But still, the modelisation stage is somewhat long.. Well for me
With neat colision setups, it could create the baddest super FOB's inside cities!
(since everyone who knows how to make FOB glitches the razorwires and stuff, having them with cool military sandbags instead of not realist pile of dirt (???) would be better no?
Re: Deployable asset foundation
Posted: 2016-03-10 14:37
by Raklodder
Those are some neat prototypes.
Re: Deployable asset foundation
Posted: 2016-03-10 14:45
by LiamNL
Those walls would be a ***** to set up, as PR has no possibility aligning walls neatly, which ruins the walls somewhat as they wouldn't close properly. And people would probably use them as intended for area denial but then you get situations such as the tunnel on kozelsk where people put down deployables inside and keep digging them keeping them from disappearing due to being C4d.
Also all deployables already have a large base, thus if you deploy it higher in the air you already get the heightened TOW emplacement you seem to be suggesting. The only difference is that you need to be elevated to deploy it that way.
I must say through this is your best sort of suggestion to date. Also please make these threads in the designated suggestion subforum found HERE. If it doesn't show up it has either not been approved due to being a repost or inappropiate etc. Or it has just not been approved by a moderator/admin yet.
Re: Deployable asset foundation
Posted: 2016-03-10 15:00
by Mineral
Moved to community modding.
Re: Deployable asset foundation
Posted: 2016-03-10 16:57
by CTRifle
We have a system for deployables and I dont see that changing any time soon
Re: Deployable asset foundation
Posted: 2016-03-10 21:09
by Rhino
HESCO barriers wouldn't be used like that, it would encourage players to deploy them super high up like they do with the road blocks to make a super higher barrier and the current dirt foundation is the best and most realistic solution anyone has come up with so far for the BF2 engine.
Re: Deployable asset foundation
Posted: 2016-03-10 21:17
by W.Darwin
When I try to make a FOB inside a compound or inside a city, I always place a AA foundation to place the razorwire on top of it so It spawn higher. If i see a car, I place the razor wire on it so it spawn higer, same for small brick walls.
There are tons of little thing you can play with to make the razorwire higher.
I dont know what else could be taken to be realistic. Maybe sand bag? wooden crate? .. Pilling sand is not something i ever seen before?
The HESCO barrier are quite easier to deploy on a battlefield, its basically like a cardboard box that you unfold and fill with dirt or anything u can find.
And with a good colision work, it probably be like regular asset, most of the time the razowire would be on ground level with only a little bit of the foundation showing.
I mean*, people already do their best to glitch the asset to make them as high as possible.
(TYPOS)
Roadblocks have been specifically designed to be easier to place
(Also, Roadblock need more HP... it take forever to dig and a hummve can come and wreck everything with his .50 .. :/ )
Re: Deployable asset foundation
Posted: 2016-03-10 21:51
by Rhino
This is some feedback I gave to the Squad devs some time ago on their HESCO which is relevant to your "The HESCO barrier are quite easier to deploy on a battlefield, its basically like a cardboard box that you unfold and fill with dirt or anything u can find." comment, and other areas
'Rhino' wrote:Firstly I'm glad to see you guys have taken the step to have some deployable HESCO as this is something I've wanted for PR's deployables for some time and something I'm hoping we will get into PR at some point in the future, despite the fact that I had a lot of opposition against it.
This opposition isn't without reason thou as highlighted in my OP and one of the biggest reasons why until now we never had it in PR's Deployables since the type/size of Outposts we portray ingame, and the speed they are constructed etc doesn't go too well with HESCO, since it is mainly really only used in big/medium FOB etc. But as this clip here I took from Ross Kemp in Afghanistan you can see its not totally uncommon for small amounts of HESCO to be used in small bases, especially the small stuff with only one stack: https://www.youtube.com/watch?v=A00QmuNoHog
As a result of HESCO being pretty uncommon in small outposts since it first needs to be transported there and secondly, needs to be filled which is normally done with diggers. I dunno if you guys want to factor this in but if you do plan on doing large scale HESCO for your Outposts, you may also want to consider some kinda digger players can use to build items with, long term of-course but this dose have the negative of firstly having to spend time and resources making it and secondly, taking players away from the front line to use them etc.
Next point you might also find useful is you could have an "unbuilt" model for the HESCO just being empty HESCO Shells which are just penetrable canvas that bullets will go though. I'm not sure on what kinda plans you have for your deployables, if you are going to have animated/staged building but this is something you may also want to do since realistically, the HESCO would be first unfolded and sections stitched together, then once that was all done, finally filled
This also brings me onto my next point where you are having individual HESCO blocks and tbh, these are very uncommon since HESCO comes in packs of many segments, in some cases like HESCO RAID, an entire 333m long wall is one section. I recall seeing one or two here or there but been though all my HESCO and Base refs and can't find any, and even the refs Showers and Toilets are made out of them they are still multiple sections together https://www.youtube.com/watch?v=4ghOoYiN80w
And to be clear, it would pretty silly to have HESCO Sunken into the ground since to do that, you would need to first dig a hole, place the HESCO in then fill it and ye, that just isn't done and I've yet to see a ref of a flat HESCO platform with a TOW or something placed on it and only time I've seen a weapon placed on HESCO, is inside a HESCO Sanger/Bunker.
And this BTW is one of the main refs I based the deployable TOW on, which you can see is basically a sandbag wall around the TOW on a dirt surface.
Re: Deployable asset foundation
Posted: 2016-03-10 22:24
by W.Darwin
Rhino , I found some reference to support my suggestion.
Although, so far I agree with you, I haven't found any TOW, AA, HMG setup on top of HESCO barrier.
In the first and third picture, we can observe HESCO barrier being diggen in the ground
In the second picture, we can see a hole between 2 HESCO barrier setup , wich would probably happen in PR.
In the last pictures, we can observe the deployement of Hesco Barrier without the help of Bulldozer, wich mean it could be diggen with shovels.
Without any factual reference thou, I am sure the deployement of a TOW or HMG on top of multiple HESCO barrier, maybe with a wodden plank on to of it, would be totally plausible.
Finally, it would be gameplay wise
Re: Deployable asset foundation
Posted: 2016-03-10 22:44
by Rhino
W.Darwin wrote:In the first and third picture, we can observe HESCO barrier being diggen in the ground
No that is just dirt being piled up around them after they where placed on the flat ground, most likely from overfilling the hesco or from the digging missing the hesco as it was poring, or was done on purpose to help secure them.
W.Darwin wrote:In the second picture, we can see a hole between 2 HESCO barrier setup , wich would probably happen in PR.
That is a purpose built tunnel so people can get though different areas of the compound.
W.Darwin wrote:In the last pictures, we can observe the deployement of Hesco Barrier without the help of Bulldozer, wich mean it could be diggen with shovels.
Yes I noted it is sometimes filled by hand in my post, my point was that it isn't that common and when filled by hand, the hesco walls aren't very big.
W.Darwin wrote:Without any factual reference thou, I am sure the deployement of a TOW or HMG on top of multiple HESCO barrier, maybe with a wodden plank on to of it, would be totally plausible.
Finally, it would be gameplay wise
I can't see any reason why someone would do that in r/l or how it is good for gameplay. IMO its negative for gameplay since it just makes it far harder to climb onto them, which is bad for both defenders and attackers.
Re: Deployable asset foundation
Posted: 2016-03-11 06:10
by W.Darwin
I just had an idea!
What about we get The right click to be a stronger version of assets?????
Rhino, u gotta consider this idea,
We should get the option of Right-Click any asset and have a ''upgraded'' Version of it.
Of course, it would take longer time to build, but i'm pretty sure it would be interesting!
Hey, I'm proud of this idea, and im sure its a good option to incorporate the HESCO in the game!!
Re: Deployable asset foundation
Posted: 2016-03-11 06:25
by Rhino
W.Darwin wrote:I just had an idea!
What about we get The right click to be a stronger version of assets?????
Rhino, u gotta consider this idea,
We should get the option of Right-Click any asset and have a ''upgraded'' Version of it.
Of course, it would take longer time to build, but i'm pretty sure it would be interesting!
Alternative deployable types is something we want to do yes, just its a lot of work to make them.
W.Darwin wrote:Hey, I'm proud of this idea, and im sure its a good option to incorporate the HESCO in the game!!
my problem isn't with HESCO, its with HESCO being used as the foundation for other deployables
Re: Deployable asset foundation
Posted: 2016-03-11 06:36
by W.Darwin
But I don't understand why in real time soldiers would'nt use these barriers to make outpost and place HMG around them or stuff..
Although, without everything being ''hesco based''
I think the idea of getting the right click button for heavier defenses is good!
I might start to work on some of these Heavy Def FOBs and keep everyone updated on my 3Ds MAX 9 thread.
Btw, I updated it with my newest stuff, right now its only 2 doors, but I want ur opinion on wether its good looking or good optimization.
I made the lods hehe
Here a quick brainstorm,
Left click
Light FOB
Razorwire
Foxholes
AA
HMG
TOW
Mortars
Rightclick
Heavy FOB
Roadblock Razorwire
Guardtower
AA
HMG
TOW
HESCO mortars
Maybe its possible to program a condition of 4 large crates for right-click asset, idk
Re: Deployable asset foundation
Posted: 2016-03-11 14:46
by LiamNL
What is the actual function of it being harder to destroy? Do you want to get people to spend more c4 or autocannon rounds on it and be amazed that something would survive a direct tank shell? Do you want to make them something more dependable than the ordinary fob as it takes more effort to destroy? Do you want to just build sand castles on top of hills that nobody else can use due to it being difficult to destruct.
What kind of thing would be positive to gameplay to make things take 1 c4 or one tank shell more to destroy? Sure it takes a bit more time, but people would just destroy it anyway if they come across it, and if the breacher or engineer hasn't destroyed anything yet then it won't be harder to destroy this. Through I do approve of simple anti infantry defence to roadblock difference.
Now a repair/rearming station, that is something that could be usefull and possibly worth more than 2 crates (through we already have the logi repair station so it would probably be obsolete)
Re: Deployable asset foundation
Posted: 2016-03-11 18:41
by W.Darwin
Liam I honestly want you to take a step back and observe how much demeaning your replies always are.
You seem to look at everything from above, as if you were superior to anyone.
You might not be conscious of this behavior but it is very irritiating.
Thank you.
Re: Deployable asset foundation
Posted: 2016-03-11 23:02
by LiamNL
Not making this a confrontation between us again, I merely asked questions about the suggestion of harder to destroy assets, I aimed my comment at the actual suggestion and asked how you would envision it being a thing, and what it would add to the game.
Now if you could only come round to answering the questions instead of trying to find some ulterior motives to my comments that would be great.
Re: Deployable asset foundation
Posted: 2016-03-11 23:19
by W.Darwin
What is the actual function of it being harder to destroy?
It was never said it would be harder to destroy.
Do you want to get people to spend more c4 or autocannon rounds on it and be amazed that something would survive a direct tank shell?
Once again, the Health-point system was never discussed.
Do you want to make them something more dependable than the ordinary fob as it takes more effort to destroy?
No. Each one has its purpose, sometime its better to be light, sometime is better to go heavy.
Do you want to just build sand castles on top of hills that nobody else can use due to it being difficult to destruct.
What does that even mean?
What kind of thing would be positive to gameplay to make things take 1 c4 or one tank shell more to destroy?
You are repeating yourself.
Done.
Now,
I strongly disagree the way you use your words. To me you are nothing but arrogant.
Make my opinion of you change.
Thank you.
(And stop asking so many damn questions)
Re: Deployable asset foundation
Posted: 2016-03-12 13:18
by LiamNL
How would a "heavy" version of the deployable be envisioned, if not for being harder to destroy would it just be more sandbags, or give more cover? What would be the difference, what would be the benefit of having a light compared to a heavy?
And opinions about each other shouldn't matter, especially as they have already hit rock bottom.
Re: Deployable asset foundation
Posted: 2016-03-12 15:21
by Ratface
LiamNL wrote:How would a "heavy" version of the deployable be envisioned, if not for being harder to destroy would it just be more sandbags, or give more cover? What would be the difference, what would be the benefit of having a light compared to a heavy?
And opinions about each other shouldn't matter, especially as they have already hit rock bottom.
I would imagine some things, let's use a HESCO bunker similar to squad's deplorable bunker for example, may not have a ton more health than a foxhole, but it provides more cover. Or maybe as Darwin as said, a very rudimentary guard tower may have less health, but it does provide a higher firing point.
Not saying I agree with some of these suggestions, as some realistically would take far too long IRL to construct and thus shouldn't be build able in anything less than 20 minutes of digging, but I am a FOB whore so I do kinda like the idea of more things to play with.
Darwin, I wouldn't get too personal with Liam. He does bring up some good points. As a developer in anything, if someone provides you with feedback or questions that might make you wonder if something is worth working on. It's all part of the development process. Most of the times it's just to help you think of other options.
Re: Deployable asset foundation
Posted: 2016-03-12 16:41
by SkyEmperor
Looks really cool, but as mentioned before, it can cause gameplay issues. It's an interesting idea to be honest, would be nice to have super strongholds, it can definetely add something to the game.