What is the current poly count on our BF42 ships?
well they're about the 10,000 polies; I haven't checked but that's the recommended upper limit for big ships. I think we've pushed past that a little in the past, whenyou take all the guns/AA Mgs etc.
Well if 7000 is the standard for regular vehicles in BF2 and 3000 was the standard from BF42 then I would figure the ships should be lag free at 10000 polies and it could probably be push quite a bit farther then that. Also I have heard that BF2 has a per-pixal damage system so hit boxes can be incredibly complex with no performance hit. Plus the view distance in BF2 is amazing Combine those and you could create an amazing naval aspect for FH2 that would be unrivaled. (crosses fingers that engine will alow submarines)
Combine those and you could create an amazing naval aspect for FH2 that would be unrivaled. (crosses fingers that engine will alow submarines)
With a crew of more than one, perhaps? If the BF 1942 engine supported as much (without drowning the crew) the sub could have three interior positions (driver and two passenger spots), and both guns on the deck could've been manned once the boat surfaced. Then, when it was time to dive, the gunners would go back below-deck to their passenger positions. It'd allow for some stealth action, too, with subs letting infantry off at remote locations:smokin:...
yes great news BUG$. just one thing ... we are wondering why there are no french translation. :eek: We thought somebody was on to do that job ... maybe he s doing it at the moment ! :confused: If you need help to do or finish the job just ask us (guyfrench treepwood and I would appreciate it). Thx. Good luck to FH Dev Team for FH2 ... :beer:
I think maybe its in the works. The French translation that is.
PzReg1|BUGSYeah - got it. But would be kind to give me a new link if a newer version is available. Next Fan Mappack version is not far away ;)
Well I haven't changed it since. There are some bugs though, which I can't resolve myself. The background wreck buildings don't show up. The whole objects story is in the map, the .rs files are there, it just doesn't work anymore (yes, it used to work perfectly before, I couldn't possibly recall the time it stopped working). I think the shadows also need to be generated. Lightmaps have an odd bug though. When I turn lightmaps off, I see lightmaps. When turned on, I don't see any lightmaps? Anyway, if any FH mapper could sort that out, map would be readier than it is now. Technically it's ready to be played, just a few bugs I can't overcome. But consider the map submitted!
Wanna go Double Dutch?
9th December 2003
Temporary bump. Dev might wish to add this link to the old newsupdate.
Do not post here! This thread will be burried again when the newsupdates is editted.