-= TUTORIAL: How Do I Make A C&C Mode Map? =- [message #-996101] |
Wed, 26 June 2002 09:35 |
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HOW TO MAKE A C&C MODE MAP
I've added a few links to a couple other great tutorials! I hope the authors don't mind.
If you have a question, most likely you'll find an answer there.
There you will find a tutorial for anyone! It goes from start to finish (through RenX and the Commando Editer) on making a good C&C Mode Map. I might make a more advanced one for making terrain, but we'll see.
[ September 04, 2002, 17:15: Message edited by: Ingrownlip ]
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-= TUTORIAL: How Do I Make A C&C Mode Map? =- [message #-996097] |
Wed, 26 June 2002 10:22 |
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Good info, although I'd like to point out a few things. Keep in mind these tips are for more serious map makers.
You should never select the VIS collision option unless you are serious about getting VIS working. Doing it incorrectly in RenX will be a waste of time. You must make individual hidden, one polygon meshes and select the VIS collision option. In other words, you could clone each individual polygon from each of your plains (or anywhere the camera [ie, any infantry/vehicle] can move). To see what I'm saying, open the mp_hourglass gmax scene and ungroup the VIS group.
If you want to be more professional, delete the terrain that is directly under the buildings (you can't see them anyway) and move the vertexes to the edges of the buildings. You can see examples in the buildings-setup gmax scene.
I've found that you do not need to make a waypoint from the war factory/airstrip to the tiberium field to get the harvester to begin its routine. Just make sure you generate the path solve sectors and there's a waypath from the tiberium field to the refinery.
You should compute the vertex solve before generating the VIS data. Doing it after could disrupt the VIS data and downgrade the FPS during crunch times.
Other than that - great tutorial! [ June 26, 2002, 17:23: Message edited by: YSLMuffins ]
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-= TUTORIAL: How Do I Make A C&C Mode Map? =- [message #-996094] |
Wed, 26 June 2002 10:59 |
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Oh, See I didn't do that much with VIS and so I just figured...well thanks for the info.
If you hide objects and export, the hidden objects will not be exported. This was just a simply way to explain.
I especially like the "advanced" texturing stuff that I skimmed over. I think it really helps make things look better!
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-= TUTORIAL: How Do I Make A C&C Mode Map? =- [message #-996090] |
Wed, 26 June 2002 12:50 |
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Nodbugger Commander Member # 6017
Member Rated: posted June 26, 2002 16:57 -------------------------------------------------------------------------------- all ack and those fricken anti-EA people ---------------------------------------------
Now people believe me that he is bad news (Get a clue people).
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-= TUTORIAL: How Do I Make A C&C Mode Map? =- [message #-996089] |
Wed, 26 June 2002 13:00 |
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Nodbugger Commander Member # 6017
Member Rated: posted June 26, 2002 16:57 -------------------------------------------------------------------------------- all ack and those fricken anti-EA people
Where was I anti-EA, idiot?
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-= TUTORIAL: How Do I Make A C&C Mode Map? =- [message #-996087] |
Wed, 26 June 2002 14:20 |
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Very nice stuff, lotsa work went into that one, congrats!
Missin' some tunnel explanation though, not that i need it, but it would even more complete if it was there. But you can leave that to me, i'm about to relese an advanced tunnel making tutorial and you can hook it up to that one if you want.
Good job Ingrown, i always like your stuff. [ June 26, 2002, 21:22: Message edited by: zemekis ]
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-= TUTORIAL: How Do I Make A C&C Mode Map? =- [message #-996080] |
Thu, 27 June 2002 17:41 |
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aha, well, I didn't read it, but I see the half dome works. Excellent. I've been meaning to do that cause as a few people know I'm doing something that should speed Renengade play up. Saved me the work of doing a test map... heh.
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-= TUTORIAL: How Do I Make A C&C Mode Map? =- [message #-996077] |
Thu, 27 June 2002 06:38 |
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Has anyone heard anything from WW about the script.dll? Just wondered what the real way of doing it is. I did e-mail Dev, but he never responds, so I'm not counting on any response from Greg.
Maybe the next release will have something.
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