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Re: C&C_SnowStorm (version 1.1) released [message #184261 is a reply to message #184221] Sat, 31 December 2005 04:15 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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He means make them wider and more rounded(not in a straight line). Apply a solid concrete texture to it instead of the striped texture you got on it now.

Don't be afraid to add polys.

I'll d-load the map and have a look at it.....filefront? Angry


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

[Updated on: Sat, 31 December 2005 04:20]

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Re: C&C_SnowStorm (version 1.1) released [message #184264 is a reply to message #183730] Sat, 31 December 2005 05:17 Go to previous messageGo to next message
PaRaDoX is currently offline  PaRaDoX
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if you can make a good VIS you can make it high poly and im not sure how to do this but if you need to make more rounded walls use a LOD system

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Moee wrote on Wed, 31 May 2006 00:10

U 2 bumb as a pot

Re: C&C_SnowStorm (version 1.1) released [message #184281 is a reply to message #183730] Sat, 31 December 2005 08:29 Go to previous messageGo to next message
Naamloos is currently offline  Naamloos
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Ok, then I got an UV map. But I still don't know shit about photo shop Rocked Over

Fine. I will make new walls, but don't expect them to have perfect textures.

And VIS won't work because of my map's layout, and even if it did it takes too much time. I already fixed the FPS 'lag' by removing the snow and 98% of the fog.


Beter known as "raapnaap".
www.apathbeyond.com

[Updated on: Sat, 31 December 2005 08:32]

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Re: C&C_SnowStorm (version 1.1) released [message #184287 is a reply to message #183730] Sat, 31 December 2005 10:09 Go to previous messageGo to next message
PaRaDoX is currently offline  PaRaDoX
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textures are not to bad but vartiy is a good thing

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Moee wrote on Wed, 31 May 2006 00:10

U 2 bumb as a pot

Re: C&C_SnowStorm (version 1.1) released [message #184306 is a reply to message #184281] Sat, 31 December 2005 12:29 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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Naamloos wrote on Sat, 31 December 2005 10:29

Ok, then I got an UV map. But I still don't know shit about photo shop Rocked Over

Fine. I will make new walls, but don't expect them to have perfect textures.

And VIS won't work because of my map's layout, and even if it did it takes too much time. I already fixed the FPS 'lag' by removing the snow and 98% of the fog.



Fog has 0 impact on preformance...you can put this back on.

The snow had very little impact on this map....I tested it out and i had an avg of 30 FPS...im betting without snow I'll have 35 or so

Why wouldn't VIS work? You can surely have VIS no matter what the layout is....but if you are adding flying units then, Yes it would take a long time (about 24 hours for it to generate) but it's worth it for a good map.

so question is is this map good enough? It's large, very large... but you could do a few things to make up for it.

Landmarks to help people not get lost the 1st couple of times they play....odd shaped rocks, some dead trees in different locations,etc..

Tunnels, since this map is so large place a tunnel in a straight line from GDI to Nod's base. Then work in some angles,and extend it off into other areas.

Those teleporters will take awhile to run to...and about them dont place ped's for where they land. People can get stuck and if i buy a buggy and head to a ped i can leave it there while sniping and someone in a med tank could end up getting stuck in it losing there vehicle.....and also about that, place you destination point about 3 meters above where you want them to land, this prevents people from getting stuck together.

Infantry need more cover, small rocks will do the trick, but you can get more creative if you'd like....with flying vehicles this will only be worse for infantry.

Overall the feel of the map was pretty good, Stealth tanks will be hard to find....try to bottleneck the entrences before the range of the AGT and OB.

Not a bad start but if you really want a good map, you need to progress it along alot more.


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

Re: C&C_SnowStorm (version 1.1) released [message #184311 is a reply to message #183730] Sat, 31 December 2005 13:00 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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And he shouldn't listen to you, since you've got a tenuous grasp on level design and implementation. Fog does have an impact on performance since it involves transparency, which some video cards have a lot of trouble rendering when they have to draw nothing but alpha images.

"VIS" isn't an acronym you moron... I keep telling you this and you keep thinking it is. It's an abbreviation for visibility rendering, and the only reason it's called "vis" is because visibility rendering is too long to place in a small menu or plugin export value.

"Tunnels" are also just a gimmick. They are only useful in few situations and proper terrain design will compensate for exposed infantry and allow them to hide among trees, brush, rocks, and other assorted items. Relying on "tunnels" alone is the mark of a poor level designer who has no imagination and cannot work without his crutches.
Re: C&C_SnowStorm (version 1.1) released [message #184322 is a reply to message #183730] Sat, 31 December 2005 14:34 Go to previous messageGo to next message
Naamloos is currently offline  Naamloos
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Fine. I'll try to do some VIS. I have only done this once and it didn't work out too well so I may need some help with it. But first I will work on the bases some more, aswell as some rocks here and there.

And I will not add any tunnels from 1 base to the other. It completely makes the main ground useless for ground vehicles/infantry.

Edit: And the teleport "respawn points" are already above the ground. Any higher and you get falling damage.


Beter known as "raapnaap".
www.apathbeyond.com

[Updated on: Sat, 31 December 2005 14:37]

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Re: C&C_SnowStorm (version 1.1) released [message #184324 is a reply to message #183730] Sat, 31 December 2005 14:48 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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Well the tunnels dont have to be all underground(that's not really what I meant anyways),it can help guide the players to the other base....but it's your call

I'll give an example...well for some reason I tried to open the .w3d and it crashes W3d viewer. I was going to draw it out, oh well. What I mean is to draw a imaginary straight line from one base to the other....if a large hill comes in the way a small tunnel thru it will help infantry reach the other side quicker,and give cover....you dont need to make one large tunnel,and it's certainly not what any players would want.

Make sure your map is FINAL before you do any type of VIS generation.

BTW...your .mix file is huge, you got scripts.dll,objects.ddb and strings.tdb and all the .ini's inisde of it.

Use RenegadeEX to open the .mix up and delete the excess files.

Not sure how you exported to .mix, but it exported alot of unneeded files.


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

[Updated on: Sat, 31 December 2005 15:04]

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Re: C&C_SnowStorm (version 1.1) released [message #184325 is a reply to message #183730] Sat, 31 December 2005 14:51 Go to previous messageGo to next message
PaRaDoX is currently offline  PaRaDoX
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if you need help with the vis msnm me at ~:msn.com dont add the ":~~ ~~:"

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Moee wrote on Wed, 31 May 2006 00:10

U 2 bumb as a pot

[Updated on: Sun, 21 October 2012 22:00]

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Re: C&C_SnowStorm (version 1.1) released [message #184328 is a reply to message #183730] Sat, 31 December 2005 15:07 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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BTW, Don't worry about the fog...if you don't beleive me, test it with full fog and no fog and check your FPS.

This day and age any modern video card won't even budge with the way Renegade Renders it's fog.


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

Re: C&C_SnowStorm (version 1.1) released [message #184329 is a reply to message #184324] Sat, 31 December 2005 15:10 Go to previous messageGo to next message
Naamloos is currently offline  Naamloos
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Titan1x77 wrote on Sat, 31 December 2005 22:48


BTW...your .mix file is huge, you got scripts.dll,objects.ddb and strings.tdb and all the .ini's inisde of it.

Use RenegadeEX to open the .mix up and delete the excess files.

Not sure how you exported to .mix, but it exported alot of unneeded files.


Huh? I removed those using XCC mixer. Huh

Edit: I can test the map even with 100% fog and snow and my FPS will still not drop below 60. So that won't tell me much.


Beter known as "raapnaap".
www.apathbeyond.com

[Updated on: Sat, 31 December 2005 15:11]

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Re: C&C_SnowStorm (version 1.1) released [message #184650 is a reply to message #183730] Wed, 04 January 2006 08:08 Go to previous messageGo to next message
Naamloos is currently offline  Naamloos
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This is the best I can do for a wall with the tools I have.

http://www.n00bstories.com/image.fetch.php?id=1125748618

http://www.n00bstories.com/image.fetch.php?id=1275261690

Note: The lightening is just W3D viewer messing up. The snow on top won't look like that in-game.

I also added rocky objects on the map to help people find their way around.


Beter known as "raapnaap".
www.apathbeyond.com

[Updated on: Wed, 04 January 2006 08:10]

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Re: C&C_SnowStorm (version 1.1) released [message #184667 is a reply to message #183730] Wed, 04 January 2006 11:52 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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I like them

HORQWER wrote on Tue, 18 September 2007 20:47

this is not a real renegade forums ,some one made it up

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Re: C&C_SnowStorm (version 1.1) released [message #184688 is a reply to message #183730] Wed, 04 January 2006 15:55 Go to previous messageGo to next message
Naamloos is currently offline  Naamloos
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I'm done doing the VIS part for Gmax. But last time I attempted this I messed it up, so here I'll explain what I did. Tell me if I did anything wrong, as the tutorials aren't too clear to me.

Here is a screen, but it's hard to see much on it:

http://www.n00bstories.com/image.fetch.php?id=1171190456

Since my terrain is made out of too many different parts I did not clone it, instead I made a plane with the same size just below the lowest part of the map.

I detached the plane in many different parts (Omg, I am so never ever going to do that part again, I'm going crazy!) then cloned all of them and stacked it a few times above eachother (for flying vehicles).

Then checked the VIS and Hide boxes.

Edit: Oh and after that I grouped them all and named it VIS. But I don't think that maters anything.


Beter known as "raapnaap".
www.apathbeyond.com

[Updated on: Wed, 04 January 2006 15:59]

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Re: C&C_SnowStorm (version 1.1) released [message #184689 is a reply to message #183730] Wed, 04 January 2006 15:58 Go to previous messageGo to next message
PaRaDoX is currently offline  PaRaDoX
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have you tryed to auto vis it?

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Moee wrote on Wed, 31 May 2006 00:10

U 2 bumb as a pot

Re: C&C_SnowStorm (version 1.1) released [message #184690 is a reply to message #184689] Wed, 04 January 2006 16:00 Go to previous messageGo to next message
Naamloos is currently offline  Naamloos
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... Auto VIS...?

I haven't started on the LE part yet if that's what you mean...


Beter known as "raapnaap".
www.apathbeyond.com
Re: C&C_SnowStorm (version 1.1) released [message #184704 is a reply to message #183730] Wed, 04 January 2006 18:09 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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Well as far as VIS goes...if your map is flying(which it is) make sure you have those sectors all they way up to the roof...You dont need one above the roof just up to 10 meters below it...place it 8 meters below just to be safe...prepare to let VIS run for 12-24 hours(what is your PC specs?)

Future reference :If you dont have flying vehicles, just select all the walkable areas and clone it(and break it up)....this will result in a much faster generation time.

I detached all the polys in my vis sectors like you did before and , yea it sucks!

But a better way is to create 1 small plane and clone that x amount of times on the X axis, then repeat for the Y axis....a much faster way i figured out Smile

next is to just get everything right in LE and finalize your map...then run VIS and run,run,run and run around your map finding any errors and correcting them.


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

[Updated on: Wed, 04 January 2006 18:14]

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Re: C&C_SnowStorm (version 1.1) released [message #184706 is a reply to message #183730] Wed, 04 January 2006 18:27 Go to previous message
Naamloos is currently offline  Naamloos
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Ok, that was the info I wanted to hear. Satisfied

I'm finishing up the map a bit and wan't to do some testing with a few players before I start on the pathfinding/VIS generating as it would be annoying to do those twice for 1 bug.

I'll post a link when I have the new test version ready.


Beter known as "raapnaap".
www.apathbeyond.com
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