Point of Existence 2 Mod Update #124

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  • I am RKO

    #1

    Point of Existence 2 Mod Update #124

    The Point of Existence 2 mod team is back with update #124, which showcases a new map called "Operation Last Castle" as well as new rounds for the the Abrams tank. Take a look:
    First up is a new map by Ga_Knomboe_Boy called "Operation Last Castle". The map features an entrenched Ukraine team on a hill as the Allies must make their way to the fortress through urban areas, forest areas and then close quarters battle at the top.




    As some fans noticed in a previous PoE2 update, our Abrams had a little icon indicating a 3rd round type for them. We actually have 2 new round types for the Abrams that ColdFusion. Dfast, and Prozac have all been working on.

    First we have the fan suggested Canister round which will be standard on all Abrams in the mod. The Canister Round fires a shotgun shell like blast to decimate light vehicles and infantry. Our other round is the XM1111 which is a missile that the Abrams can fire. The missile locks on to other ground vehicles to deliver a nasty punch but like the T55, this version of the Abrams will be more rare on the battlefield.

    In addition to these new rounds, Prozac has been hard at work making new effects for our tanks as they fire, including new effects for the 2 new Abrams round types. He also has made some new impact effects for the Anti Material rifles!

    You can view the video which showcases the new tank rounds by clicking here as well as a little preview of the upcoming Matador Map.
  • jilted

    #2
    Re: Point of Existence 2 Mod Update #124

    This part of our updated didn't get posted with the rest of our news post, thought it was important so am posting it here:

    "**It has come to our attention that maps included in our Fan Mappack, specifically Frost Village and Wintershield by Outlaw, contain heightmaps that are the property of the Desert Conflict Team. We appreciate the hard work that goes into creating art for a game and had no intention to claim the work as our own. We would like to thank the Desert Conflict team for their understanding in this matter and for allowing our community to continue to enjoy these maps.**"

    Carry on :)

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    • |D|-Jaws

      #3
      Re: Point of Existence 2 Mod Update #124

      "Operation Last Castle" looks good but I think everyone can't wait for Green Acres.

      Comment

      • =tGA=Harry
        Member
        • May 2006
        • 96

        #4
        Re: Point of Existence 2 Mod Update #124

        Whats up with the custom pinetrees?
        Are the ingame pics taken on low detail?
        Otherwise the textures could need some work...

        Comment

        • Polka
          Shitlord
          • Jul 2007
          • 2388

          #5
          Re: Point of Existence 2 Mod Update #124

          Originally posted by =tGA=Harry
          Whats up with the custom pinetrees?
          Are the ingame pics taken on low detail?
          Otherwise the textures could need some work...
          AA is probably off.

          Comment

          • imported_Rhino
            Member
            • Dec 2006
            • 1341

            #6
            Re: Point of Existence 2 Mod Update #124

            Originally posted by =tGA=Harry
            Whats up with the custom pinetrees?
            Are the ingame pics taken on low detail?
            Otherwise the textures could need some work...
            ye they looked a little low guilty to me too

            everything else looks really good thou guys, I know BF2 overgrowth is hard to get right :)

            Comment

            • DrunkenPirate
              Ascended
              • Mar 2005
              • 4210

              #7
              Re: Point of Existence 2 Mod Update #124

              [media]http://www.youtube.com/watch?v=RqFszkk5Ies[/media]

              Comment

              • kiff

                #8
                Re: Point of Existence 2 Mod Update #124

                jilted +1

                Comment

                • Ga-Knomboe Boy

                  #9
                  Re: Point of Existence 2 Mod Update #124

                  Heyo, I figured I would explain why the textures appear so "low" in detail - the trees are so large (30 or so metres high), and the mipmaps at the time of taking the screens were not perfected. This added with the hazy sky settings lowered the contrast of the leaves.

                  Up close you can see the detail, here are some screens of how the large tree textures appear from some better angles under different conditions -

                  [media]http://img254.imageshack.us/img254/791/treebranch1cf0.jpg[/media]
                  [media]http://img146.imageshack.us/img146/6399/treebranch2oz5.jpg[/media]
                  [media]http://img413.imageshack.us/img413/6264/treebranch3vi7.jpg[/media]

                  And yeah, unfortunately bf2 hates anti-aliasing with my 8800 gts, its a common problem that screws up alpha channels (most noticeable with undergrowth) so thats why its off in those screens.

                  Comment

                  • imported_Rhino
                    Member
                    • Dec 2006
                    • 1341

                    #10
                    Re: Point of Existence 2 Mod Update #124

                    ye our trees have the same prob, tbh your trunk texture looks a little stretched to me, maybe tile it a little more vertically?

                    Also check out the PR fir trees, our LOD if i remember correctly is 4 polys and it works pretty well, apart from the LOD texture is a little too fin at the mo and has a UV map prob which needs to be fixed manually hehe but apart from that works really well

                    Comment

                    • BEEX

                      #11
                      Re: Point of Existence 2 Mod Update #124

                      great work!....heres some things to try to improve the trees...
                      try not using mips on your leaf_c(check the framerate difference),use a sharp alpha on the leaf_le and make sure your leaf_lods_c have a sharp more pixelated alpha to break up the blobyness that mips cause.
                      1 very important thing to do with leaves for bf2 and most games is to make sure theres contrast in the leaf structure,and most certainly dont expect bf2 to compliment a nice looking tree with tree sky colour and tree ambient colour...eww!...so do your best to make it look real with photoshop and 3dsmax or maya.
                      .
                      and like rhino said do something with the trunk texture...also contrast!..more lights and darks.
                      .
                      its good you posted clear pics of the leaf texture in its correct detail,...great work...keep it go!
                      .
                      also if your having wobly leaf probs move the most leafy section to the origin and add an anchor to the heirachy,place the anchor at the base of the tree.

                      Comment

                      • Ga-Knomboe Boy

                        #12
                        Re: Point of Existence 2 Mod Update #124

                        So yeah, anyway, here are some updated screens of teh trees with updated minimaps, trunks and uvmaps.

                        I think they look pretty rad, and lag less than the oak trees from bf2 which is pretty good considering the trees are large and relatively far apart.




                        Comment

                        • imported_Rhino
                          Member
                          • Dec 2006
                          • 1341

                          #13
                          Re: Point of Existence 2 Mod Update #124

                          Much better :)

                          Also I really like how your forest looks realistic, my forests are always covered with grass etc hehe :p

                          also really like the broken tree in 227 :)

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