Re: Ask the [DEV]s a (?) - Part 2
Posted: 2015-02-03 01:42
Hell yeah! (OK, it took me a while to realize you replied to my question.)[R-DEV]Mineral wrote:It will be there.
Hell yeah! (OK, it took me a while to realize you replied to my question.)[R-DEV]Mineral wrote:It will be there.
Apparently he talks to himself in the Falklands dev subforum.PricelineNegotiator wrote:Side note: How the hell does Rhino have 43,000+ posts...
Ye, its a mega project, the biggest by far I've undertaken for PR, at least in the way we decided to go about it with the amount of variation we where looking for etc. If I where to start the project again I wouldn't do so much variation and keep things a lot simpler but that's hindsight for youPricelineNegotiator wrote:I remember back before you released the Falklands that you were talking about the Afghan statics and how it made the Falklands project pale in comparison to the time required to create these statics.
I spam a lotPricelineNegotiator wrote:Side note: How the hell does Rhino have 43,000+ posts...
You asking that this be put into pr?
Yes.. but I think you mean unreal enginePCR wrote:would it work with cryengine??
Did they end up on any maps? Are there any maps apart from Sangin (I want it now!) that feature them? Are they high poly enough for Squad? So many questions!?[R-DEV]Rhino wrote:Ye, its a mega project, the biggest by far I've undertaken for PR, at least in the way we decided to go about it with the amount of variation we where looking for etc. If I where to start the project again I wouldn't do so much variation and keep things a lot simpler but that's hindsight for you
No and no not really, although their main problem with being used on another engine is that they where made with BF2's Static Texture Palettes system with also custom LM UVs (which was a must to keep their smoothness and the single biggest reason, going hand in hand with the mass variety, why its been such a challenge, and wouldn't be required in a game that uses 100% dynamic lighting like Squad is going for) and as such porting them to another engine would mean a massive amount of re-work and tbh you would be better off starting from scratch and using something like Substance Materials.titsmcgee852 wrote:Did they end up on any maps? Are there any maps apart from Sangin (I want it now!) that feature them? Are they high poly enough for Squad? So many questions!?
So sorry, just read your reply two pages back about the statics and Sangin! Thanks for the reply, shame they can't be reused but I bet it felt good to finish off such a big project.'[R-DEV wrote:Rhino;2055312']No and no not really, although their main problem with being used on another engine is that they where made with BF2's Static Texture Palettes system with also custom LM UVs (which was a must to keep their smoothness and the single biggest reason, going hand in hand with the mass variety, why its been such a challenge, and wouldn't be required in a game that uses 100% dynamic lighting like Squad is going for) and as such porting them to another engine would mean a massive amount of re-work and tbh you would be better off starting from scratch and using something like Substance Materials.
"They contain all that a program is, in the form of a detachable glowing disc normally worn on the upper back. Everything seen, heard, or otherwise experienced is recorded on the wearer's disc."rPoXoTauJIo wrote:DEVS WHU U NO INCLUDE?
'KillJoy[Fr wrote:;2056992']One day i've got almost hat'ed by a HAT (ERYX) that i can say there is at least one blue strip on it, is it true ?