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Re: RA_Fjord [message #450221 is a reply to message #447913] |
Wed, 27 July 2011 21:05 |
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Tupolev TU-95 Bear
Messages: 1176 Registered: April 2009 Location: Rìoghachd Aonaichte
Karma: 1
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General (1 Star) |
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Excellent work here, keep it up!
Decent people = Reaver11, ErroR, all of the mods and admins, DRNG Naffets199, Amber, Dover, GEORGE ZIMMER,Zeratul, Starbuzzzz, kane,R315r4z0r,gnoepower, Danpaul88,HaTe,WNxVerty Tiberian Technologies Generalcamo, , . If you want me to add you on the decent peoples list PM me.
Quotes or w/e Toggle
Zeratul2400 | .AIRCRAFT KILLER YOU AR NOT JUST A BIG JACKAS AND YOU THE BIG HEAD JUST YOU CREATE GLACIER FLAYING FUCK YOU BIG JAKAS YOUR MAPS IS BAD YOU WANT I WRUGHT THIS THE MAPS IS BAD HEY IS 1 YEAR
YOUR PROMESS A CON YARD WIRH A SINGLE PLAYER POWER PLANT IN ONE
MAPS AND IS DONT JUST ACK I TELL IT ALL REPLYER IN THIS FORUM I DESLIKE YOUâ„¢ 2003
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Zeratul PT2 zeratul2400 wrote on Mon, 10 November 2003 09:49 | GENOCIDE YOU AR NOT JUST A BIG JACKAS AND YOU THE BIG HEAD JUST YOU CREATE DUSK FLAYING FUCK YOU BIG JAKAS YOUR MAPS IS BAD YOU WANT I WRUGHT THIS THE MAPS IS BAD HEY IS ONE YEAR YOUR PROMESS A WARPATH MOD WERKING BUT IT NO WORK AND DONT JUST GENOCIDE I TELL IT ALL REPLYER IN THIS FORUM I DESLIKE YOU.
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lolnikki6ixx wrote on Wed, 09 June 2010 05:11 | With only 14 people living in Canada, the retarded one was bound to show up around here sooner or later.
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HaTe wrote on Sun, 04 July 2010 16:17 |
Good-One-Driver wrote on Sun, 04 July 2025 01:37 | everything is possible just need to know how to code
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Jumping from the empire state building onto concrete head first and surviving is possible if I know how to code? Wow, teach me please.
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CarrierII wrote on Mon, 19 November 2007 22:35 | I am in a bad mood with you, you wasted my time.
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Altzan wrote on Wed, 30 September 2009 14:10 |
Dreganius wrote on Wed, 30 September 2009 07:27 |
Good-One-Driver wrote on Wed, 30 September 2009 09:03 | lol fuckin russians damn communists
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That was the worst comment to this thread ever.
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Nightma12 wrote on Wed, 08 June 2011 14:27 | your mum is a stupid language
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reborn wrote on Sun, 20 November 2011 11:54 | Liquedv2, yew need to branch out a little on your thinking. I'm sure you'll twig it soon enough, but you're barking up the wrong tree.
The map is budding with new ideas and great game-play, AitcraftKiller just has to get to the root of the problem, it seems to have him pretty stumped right now.
Leaf him alone, he's doing a good job. I'm going to go out on a limb here, and say this map isn't fir you.
Anyway, this thread is really starting to lumber along, all this over some sap's map? I thought the game was dead, but this thread at least is poplar. It makes me pine for the days of yonder.
At the end of the day, life's a Beech.. Who wood of thought it?
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Ethenal wrote on Sun, 25 March 2012 16:53 |
Azazel wrote on Sun, 25 March 2012 10:20 | 6 Players don't know how to use a tank.
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But 1 knows how to use triggerbot!
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Re: RA_Fjord [message #450351 is a reply to message #447913] |
Sat, 30 July 2011 21:00 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 1
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General (5 Stars) |
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I had written a note to myself when I was fleshing out the GDI base. I wanted to make the base look more realistic, so I've added street lamps and concrete blockers (vertex matched so the light flows over them, instead of through them) and fixed the sidewalks on the road so that they're raised correctly instead of being mini-ramps. The base also has parking lots, directional arrows, warning signs painted on the ground, etc... I will probably put all of the buildings on a sidewalk like I have for most of them, except for the Weapons Factory and Repair Facility. The WF being so close to the road will make a .5 meter difference instead of a .25 meter height difference, which would make it unhoppable by vehicles.
Here's the layout of Hammerfest with the new sidewalks, lamps, cargo, etc:
A close-up shot of the street lamps I've designed. I was originally going to use nothing but Renegade textures for it, then realized that it would look terrible because there are no textures in Renegade that could give the same detail that painting a custom map in Mudbox could. So I spent a few hours yesterday modeling it and painting it in Mudbox, and here we are. It has a reflective glass lens, with a glowing mesh to simulate the light and some dust geometry that has a material which simulates flies and moths buzzing around it.
I noticed someone had complained about the Advanced Communication Center's dishes. I found the dish texture that they were originally calling for. It apparently only exists inside of one of the zip files that Mike Amerson sent me 9 years ago. They are now modeled to fit the texture and look a lot better.
Here's another close-up of the GDI base. I didn't feel that the Repair Facility needed a sidewalk for obvious reasons (It's a vehicle repair facility!). The structures that do have sidewalks will likely have some decorative foliage to adorn them. Even military bases have some kind of landscaping.
When you come out of the ore mine that leads to the GDI base, the first thing you see besides the AGT and Guard Towers shooting at you is this:
I'll need some gameplay testers within two weeks so I can start figuring out if infantry need some kind of access to each base that can bypass the base defenses.
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Re: RA_Fjord [message #450360 is a reply to message #450351] |
Sat, 30 July 2011 22:04 |
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Starbuzz
Messages: 2500 Registered: May 2007
Karma: 3
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General (2 Stars) |
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Absolutely stunning work! I love your attention to detail. I stared at the street lamp shot for a few minutes. The redesigned AGT makes sense now, looks realistic, and downright sinister.
It will be an honour to help test. I didn't know there was no way possible yet for infantry to sneak in. What came to mind were the infantry tunnels in Last Stand that added an additional side of gameplay to spice things up a bit.
btw, that sign looks deadly. "GDI Hammerfest Command..." amazing! You did it so well that it churned my stomach and made me feel like an ordinary civilian. No joke. Authority just seems to be emanating from that sign.
Excellent professional work!
[Updated on: Sat, 30 July 2011 22:12] Report message to a moderator
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Re: RA_Fjord [message #450424 is a reply to message #447913] |
Mon, 01 August 2011 07:40 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 1
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General (5 Stars) |
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The geometry for the level is running at around 6k polygons. This includes the terrain only. The props, buildings, trees, bushes, etc - those push it around 100k and beyond. I'm aware of how many polygons it can "handle" but I'm not interested in wasting polygons for the sake of it.
The grass and ground are generally 256 to 512. I see no reason to use 1024x. The textures are tiled correctly and have enough breaks in repetition that it's a non-issue. The only thing that requires a large texture is the Ore Refinery, which is a 2048x map. At 1024x or lower, the detail on it becomes indiscernible.
As I've said to other people, I'm not developing this level based on arbitrary design limitations. I'm developing it with the original limitations in mind and exceeding them by roughly 150%. When or if I port this over to UDK, it will use a set of textures that are higher resolution with a full set of normals, specular highlights, etc.
[Updated on: Mon, 01 August 2011 07:41] Report message to a moderator
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Re: RA_Fjord [message #450433 is a reply to message #447913] |
Mon, 01 August 2011 08:54 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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Might it look better to use the Beta/RJC styled guardtowers that more resemble the look of the cnc95 guard towers?
I don't really find the current small guardtowers fitting in.
I would like to test your map when needed.
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Re: RA_Fjord [message #450498 is a reply to message #447913] |
Tue, 02 August 2011 09:09 |
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Omar007
Messages: 1711 Registered: December 2007 Location: Amsterdam
Karma: 0
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General (1 Star) |
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I think you should ask the maker for the icon. I could easily attach it to this post at the time I'm typing this but I do not know whether he'd like that
Group of 7 icons;
Smallest: 16*16
Largest: 256*256
[Updated on: Tue, 02 August 2011 09:11] Report message to a moderator
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Re: RA_Fjord [message #450547 is a reply to message #450546] |
Tue, 02 August 2011 22:09 |
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HaTe
Messages: 923 Registered: August 2007
Karma: 0
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Colonel |
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Is that a 4 door bar in your earlier screen shot? If so, does it have a 2nd floor, or is it just the one? I'm curious to know which side (nearest base or wall) that the MCT/elevator is located at if it is indeed has 4 doors.
I never really understood the purpose of a construction yard other than being another building that needs to be destroyed either...but i guess it does make the base look more "complete"
‘All that is necessary for the triumph of evil is that good men do nothing’ - Edmund Burke
[Updated on: Tue, 02 August 2011 22:19] Report message to a moderator
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