[Static] New Fields

Froztbyte
Posts: 367
Joined: 2008-01-01 16:46

Re: [Statics] New Fields

Post by Froztbyte »

Looks nice rhino..Real nice
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SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: [Statics] New Fields

Post by SocketMan »

Rhino knows his weed ! Looks great.

Nice work everyone else as well

The longer the range the better,600 is good but might be to small in the future?
If it would go on Kashan now (it won't) - the tanks,AA and attack choppers can "see" over 600m easily.
mp5punk
Posts: 1219
Joined: 2008-07-03 22:18

Re: [Statics] New Fields

Post by mp5punk »

wow very nice!!!
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [Statics] New Fields

Post by Redamare »

ITS WHAT IVE ALWAYS WANTED ...... WALKING ALONG WITH MY SQUAD TAKING FIRE LEFT AND RIGHT JUST THEN........ A CLEARING ( STOPS TO PICK DANDYLIONS AND TULIPS :) WOW Mabey well all start skipping through the flower fields singing la la fa la la la LAA haha ( i like the new fields though ) ;D
J.Silva[22ndMEU]
Posts: 8
Joined: 2007-11-12 15:32

Re: [Statics] New Fields

Post by J.Silva[22ndMEU] »

Awesome. Better camoflague for troops in squads moving in these areas. Be sure to use this one to your advantage. Hell try finding a sniper in that stuff you have a ahrd time, just like some of them bushes in quinling. you can hide like 4 people in there lol.
Viper.Sw
Posts: 143
Joined: 2008-01-08 03:20

Re: [Statics] New Fields

Post by Viper.Sw »

GREAT !!!

Thank you for fixing one of the worst things in PR.
Hope mappers will add these kind of static fields to all maps from now on, and also replace old ones.

It is soo annoying having people/tanks spotting you through invisible grass all the time, while u cant see shit from ur own perspective.

One of the best reality-like things made for some time now.
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: [Statics] New Fields

Post by AfterDune »

Viper.Sw wrote:GREAT !!!

Thank you for fixing one of the worst things in PR.
Hope mappers will add these kind of static fields to all maps from now on, and also replace old ones.

It is soo annoying having people/tanks spotting you through invisible grass all the time, while u cant see shit from ur own perspective.

One of the best reality-like things made for some time now.
Son.. many maps of PR already had new over-undergrowth. It's not new, it's just... better now ;) .
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Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: [Statics] New Fields

Post by Human_001 »

Will this grass disappear at distance like current one?
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Statics] New Fields

Post by CodeRedFox »

I think a few of you are miss understanding bf2 engine terminology.
Undergrowth: (0 - 10m then disappears)
Small player rendered detail grass. Give the illusion that there is more then a big polygon below you.
Overgrowth: (0 - [mapper placed vs Lag] then disappears)
This only works with trees and bushed. Statics that come into contact with the ground at a relative single point.
Static Fields: (0 - [mapper placed vs Lag] then disappears)
The best we can do right now, think of this just like a building. Its the same exact thing except it has no collision meshes.

OverGrowth Fields:
Will NEVER happen, not now not ever on the bf2 engine...unless the ground is flat for a large area. If the grass/field static is 5 meters x 5 meters then the polygon below it needs to be flat or it will float. Same goes for the 50 meters x 50 meters. If the ground isnt flat it doesn't work.

I hope that clears up any questions. If this THE fix, no. But its damn well a good idea that will allow us to get close to having some real fields.
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"apcs, like dogs can't look up" - Dr2B Rudd
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Statics] New Fields

Post by Rhino »

'[R-DEV wrote:CodeRedFox;878156']I think a few of you are miss understanding bf2 engine terminology.
Undergrowth: (0 - 10m then disappears)
Small player rendered detail grass. Give the illusion that there is more then a big polygon below you.
Overgrowth: (0 - [mapper placed vs Lag] then disappears)
This only works with trees and bushed. Statics that come into contact with the ground at a relative single point.
Static Fields: (0 - [mapper placed vs Lag] then disappears)
The best we can do right now, think of this just like a building. Its the same exact thing except it has no collision meshes.

OverGrowth Fields:
Will NEVER happen, not now not ever on the bf2 engine...unless the ground is flat for a large area. If the grass/field static is 5 meters x 5 meters then the polygon below it needs to be flat or it will float. Same goes for the 50 meters x 50 meters. If the ground isnt flat it doesn't work.
I hope that clears up any questions. If this THE fix, no. But its damn well a good idea that will allow us to get close to having some real fields.
sorry CRF but this isn't quite what it is...


Undergrowth Fields: very detailed, but only can draw upto ~50m (mapper set) and is VERY flexible for the mapper. Problem is if you set it to draw much over 50m it will lag most clients to sh*t (very bad). Undergrowth should only be used as a decorative tool and not as a concealment element by a mapper.

Static Fields: there isn't such things right now, making "static fields" screws up the lighting if you make it as a "simpleobject"

OverGrowth Fields: is what Al Basrah has, the big blocks of fields and is what this is about. Thou the fields are not placed with the Overgrowth tool, instead they are placed by hand like a static (which may be the confusing bit). These new fields are still Overgrowth fields but they run with a new concept behind them which makes them a lot more flexible etc.
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Cptkanito
Posts: 384
Joined: 2008-08-31 12:06

Re: [Statics] New Fields

Post by Cptkanito »

I'm no editor but looks awesome...
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Scandicci
Posts: 297
Joined: 2008-04-18 13:39

Re: [Statics] New Fields

Post by Scandicci »

After posts like these, I realize that my meager $ contribution to the PR effort is, well, meager.
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If it's worth shooting once, shoot it again.
mp5punk
Posts: 1219
Joined: 2008-07-03 22:18

Re: [Statics] New Fields

Post by mp5punk »

well what is the problem with the fields now?
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Statics] New Fields

Post by Rhino »

[R-DEV]Rhino wrote:Well instead of just doing reskins for the old, flawed Overgrowth Fields I decided to look into new concepts due to flaws in the old fields, such as mappers are very limited in how they can use them since they are huge blocks, bad LODs and lots of other small issues like that.
the main issues are highlighted there on the first paragraph from the first post that it looks like you did not read.

It is no point into going into any more detail as only mappers and people who understand how the game works etc are really going to understand in how much potential these fields have compared to the old ones from a mappers point of view... :roll:

put it simple, you do not have to have square fields like shown on the Qwai and Fallujah pics...
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Pabloss88
Posts: 1
Joined: 2008-01-27 19:26

Re: [Statics] New Fields

Post by Pabloss88 »

Really very nice work!
This its good-road for PR mode!!!

Sorry please for my bad english.
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sn1p3rslippinz
Posts: 58
Joined: 2008-05-29 00:21

Re: [Statics] New Fields

Post by sn1p3rslippinz »

Looking good rhino :D
Kivan
Posts: 2
Joined: 2008-05-28 12:23

Re: [Statics] New Fields

Post by Kivan »

What about the grass that appears through the car's bodies and buildings?
PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: [Statics] New Fields

Post by PlaynCool »

This is the thing that will bring realism to PR, its just stupid to get shot by the enemy while you are prone in the grass 200m away, because he cant see the grass, but you can and you cant see him because of the grass near you ....
Forgive my bad English... :?
NoxNoctum
Posts: 133
Joined: 2009-04-10 05:49

Re: [Statics] New Fields

Post by NoxNoctum »

Haven't read the entire thread yet, but am I correct in understanding this will be ported over to the other maps to replace the dissapearing grass we have now?

Like Qwai for example, that large field in the north west is basically useless as cover (worse than useless actually since troops in the field can't see out easily but guys off on a hill can see them as if they were in an open plain).

What's the ETA on this new grass being ported over to Qwai, Tad Sae, etc...? .9?
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