Home » Renegade Discussions » Mod Forum » RA_Fjord
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Re: RA_Fjord [message #448613 is a reply to message #447913] |
Thu, 09 June 2011 20:29 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 1
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General (5 Stars) |
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Got some more work done. I think I'm finished with the interior. I've added the second floor multiplayer TV sets above the MCT. The lighting should be finished, as well. I was considering adding more to the building's interior, but I felt that it wouldn't fit into Renegade's current MP interiors which are generally bare.
![http://www.3dholmes.com/images/APB/mgacc.jpg](http://www.3dholmes.com/images/APB/mgacc.jpg)
![http://www.3dholmes.com/images/APB/mgacc1.jpg](http://www.3dholmes.com/images/APB/mgacc1.jpg)
![http://www.3dholmes.com/images/APB/mgacc2.jpg](http://www.3dholmes.com/images/APB/mgacc2.jpg)
Right now, I have made space on Fjord for the following buildings:
GDI: Construction Yard, Barracks, Weapons Factory, Adv. Comm Center, Repair Facility, Helipad, Tiberium Refinery, Tiberium Silo, Advanced Guard Tower.
Nod: Construction Yard, Hand of Nod, Airstrip, Comm Center, Repair Facility, Helipad, Tiberium Refinery, Tiberium Silo, Obelisk of Light, Shrine of Nod, Turrets, and SAM Sites.
I'd like to surround each base with walls and base gates. I will probably end up taking out the major base defenses, and leave only SAM Sites, Turrets, and Guard Towers. I may also end up creating a new Guard Tower model that's more in-line with the old Tiberian Dawn version, since the one in Renegade looks completely non-functional and ugly.
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Re: RA_Fjord [message #448616 is a reply to message #447913] |
Fri, 10 June 2011 01:46 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Zunnie from MP--Gaming is your man for level edit. I am sure he would be delighted to work with you on the map and be a valuable resource for the level edit work.
What purpose will the Comm Center's and Shrine of Nod serve? Will they have any function, or just add to the environment? If they server no real purpose, I am not sure they should be anything more than part of the environment and should not be in the base, or at least not an area that is accessible.
I could be wrong in my assumption of those buildings having no real purpose (possibly you intend for the Comm Center to be tied into the player's radar?), but I am sure you're missing a vital building, the Power Plant (which you could also perform some magic on and use the Advanced Power Plant).
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Re: RA_Fjord [message #448620 is a reply to message #447913] |
Fri, 10 June 2011 12:21 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
iRANian
Messages: 4311 Registered: April 2011
Karma: 0
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General (4 Stars) |
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What you've posted looks really excellent. Are you gonna give all buildings the multi-floor interior treatment and like a guy asked on the APB thread, are you gonna move the beacons so they do more damage?
Long time and well respected Renegade community member, programmer, modder and tester.
Scripts 4.0 private beta tester since May 2011.
My Renegade server plugins releases
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Re: RA_Fjord [message #448629 is a reply to message #447913] |
Fri, 10 June 2011 16:09 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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Gen_Blacky
Messages: 3250 Registered: September 2006
Karma: 1
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General (3 Stars) |
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Very nice Ack. I have been working a building pack with the correct Aggregates, damage , explosion animations, vis, vehicle blockers, ect for all the buildings. Almost all the leveledit work is already done for all the buildings.
I can help you you setup everything. Keep up the nice work.
![http://s18.postimage.org/jc6qbn4k9/bricks3.png](http://s18.postimage.org/jc6qbn4k9/bricks3.png)
[Updated on: Fri, 10 June 2011 16:10] Report message to a moderator
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Re: RA_Fjord [message #448633 is a reply to message #447913] |
Fri, 10 June 2011 21:03 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 1
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General (5 Stars) |
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Frankly, if it isn't in Max format then I won't be able to use it. I was planning on importing the buildings from some of my old levels, like the GDI Power Plant, AGT, etc. I modified their textures or added elevators to the exterior and I'd like to keep some of that detail since it looks better than the stock buildings. Thanks for the offer, though. If you want the Adv. Comm Center, download it here.
The proxies look weird, since they're not centered to 0 with the building. It should work unless something changed. If you'd like to help, though, you could go through to my old aggregates on River_RaidTS and make sure they're compatible with this building - renaming the meshes to mgacm^ or mgacm#, moving them if they need moved, etc. I needed to rename it to mgacm from mgacc because I don't want Renegade pulling in the interior from old levels like River_RaidTS/Mars/whatever else.
/edit
//This is the Repair Facility that's been properly textured
///![http://www.3dholmes.com/images/APB/rep_nodpad.jpg](http://www.3dholmes.com/images/APB/rep_nodpad.jpg)
////It's under C&C Mode -> GDI -> mgrep -> pat_fx -> rep^Nod_pad.gmax
[Updated on: Fri, 10 June 2011 21:04] Report message to a moderator
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Re: RA_Fjord [message #448695 is a reply to message #447913] |
Sun, 12 June 2011 13:00 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 1
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General (5 Stars) |
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I have a lot of things in 3DSM format, including the Helipads and some other structures. I also have the Barracks ag_3 aggregate file which I will use to rebuild some aggregates for buildings like the Adv. Comm Center.
Right now I'm getting all of the buildings into 3DSM with my own personal edits to textures/models. I made the changes so that the old buildings utilize the textures they're given in a logical manner, along with using texture space in a better fashion than the WS artists did. Some buildings were changed a lot, such as the Hand of Nod, which I've redeveloped into the E3-style Hand of Nod from 1999. In addition, I just ripped apart the hand holding the globe and added a lot more detail to it; it was previously nothing more than a sad collection of polygons resembling a hand clutching a globe.
There are more changes, such as textures fixes to the Repair Facility, the redone Adv. Comm Center exterior, improved GDI signage on the buildings, etc... I'll be releasing this as a Max file for everyone to use so that buildings don't require RenX to be added into terrain.
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Re: RA_Fjord [message #448699 is a reply to message #448606] |
Sun, 12 June 2011 13:19 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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HaTe
Messages: 923 Registered: August 2007
Karma: 0
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Colonel |
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Quote: | without breaking the game's C4 mines ala Glacier_Flying
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I know both RR and 4.0 have that fixed, so you might not need to worry about it. That is, if you're talking about the same thing I am....Oh, and nice work. It'd be nice to see some more competitive gameplay maps out there, especially with 4.0 likely being released very soon.
![http://i162.photobucket.com/albums/t263/psuHaTe32_2007/HaTe3.jpg](http://i162.photobucket.com/albums/t263/psuHaTe32_2007/HaTe3.jpg)
‘All that is necessary for the triumph of evil is that good men do nothing’ - Edmund Burke
[Updated on: Sun, 12 June 2011 13:20] Report message to a moderator
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Re: RA_Fjord [message #449313 is a reply to message #447913] |
Fri, 01 July 2011 12:09 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 1
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General (5 Stars) |
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The base mesh is 5,000 polygons, including the underground ore mines. With the Ore Refinery, the substation, the civilian structures, plus assorted things like power lines, towers, etc, it comes out to 49,000 or so. I haven't added trees yet, or any foliage. ![Wink](images/smiley_icons/icon_wink.gif)
The substation is fenced off now. The Max renders are kind of iffy because I'm using area shadowing from the main light source, and it doesn't play well with alpha channels like the fence.
[Updated on: Fri, 01 July 2011 12:14] Report message to a moderator
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Re: RA_Fjord [message #449337 is a reply to message #447913] |
Fri, 01 July 2011 21:43 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 1
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General (5 Stars) |
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I'll consider it if I have enough time to implement it. So, for today's agenda:
- Added the chain link fence with razor wire around the substation. Will probably add a larger entrance to it in the rear so that there are three ways to get inside it for cover.
- Got new walls painted and set up.
One of the things I wanted to do with this level is add base walls with gates. I took the walls from Renegade's level 10 3DS Max file which WS sent me in 2002 and kept the same geometry (after cleaning it), then repainted it in Mudbox. I decided to have "faction specific" walls with logos on them and some light to moderate scarring. There's a few pieces that go with this, but they're going to use the same texture. It has no end caps to the geometry since it's meant to be used modularly. They aren't finished yet, but what you see here is a good representation of the design I'm after.
![http://www.3dholmes.com/images/APB/wall.jpg](http://www.3dholmes.com/images/APB/wall.jpg)
[Updated on: Fri, 01 July 2011 21:45] Report message to a moderator
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Re: RA_Fjord [message #449573 is a reply to message #447913] |
Tue, 12 July 2011 01:50 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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Mauler
Messages: 448 Registered: May 2003 Location: Alberta, Canada
Karma: 0
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Commander |
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Amazing stuff, makes me wanna tinker in my mudbox! But sadly i haven't touched it yet. Anyways looks great can't wait to see the finished product.
Oh and nice new emitters/particles they look fantastic!
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Re: RA_Fjord [message #449585 is a reply to message #447913] |
Tue, 12 July 2011 23:35 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to previous message](/theme/Renegade_Forums/images/down.png) |
TNaismith
Messages: 86 Registered: May 2006 Location: Canada
Karma: 0
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Recruit |
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I've been following this thread every few days or so, but the work is so good that I didn't feel the need to post. Wanted to say those textures your thinking of using for the map, or the 'texture-style', per se, would be a really phenomenal addition. I generally dislike playing competitive game modes, and I know your slating RA_Fjord to most likely be a player vs player map, but given how much work your putting into it, the details, environment, terrain, textures and the like, I'd probably play it just to check out work you've put into the map.
Anyways, those textures are a good choice. Would love to see them in-game for the map. Great work so far with the modeling, lighting, texturing, and map flow/design concept, along with everything else.
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