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Re: RA_Fjord [message #449989 is a reply to message #449982] Sun, 24 July 2011 11:54 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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Colonel
Excellent work. The frontal view of the ore Refinery has weird lighting. On the mountain behind it, the sun appears to be shining down on one side, yet the building on the right side has a shadow that contradicts that. Could just be a Ren thing, but it popped out at me for some reason.

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
Re: RA_Fjord [message #449990 is a reply to message #447913] Sun, 24 July 2011 12:20 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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You're most likely seeing fog and thinking it's lighting. The level is so large that a lot of it doesn't appear until you move closer to certain areas, and the lighting will look off until you notice the mountains coming into view... Otherwise it's just pure fog obscuring everything. Renegade only has a 300 meter view distance, so anything beyond that gets clipped.

I may end up changing the lighting so that it hits the front of the Refinery instead of the side, so that the texture work I put into it will be more easily viewed.
Re: RA_Fjord [message #449995 is a reply to message #449990] Sun, 24 July 2011 14:33 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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Colonel
there's a download out there somewhere that increases that view. It's a "hack" so to speak, but it's good for long range screen shot purposes.

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
Re: RA_Fjord [message #449999 is a reply to message #447913] Sun, 24 July 2011 15:33 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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It wouldn't be representative of what everyone would see in-game, so I'd prefer not to use it. I had gotten APB's view extended to 600+ meters back when I was still running it. Wink It's just hard to get everyone to use the same file in Renegade.
Re: RA_Fjord [message #450100 is a reply to message #447913] Mon, 25 July 2011 19:35 Go to previous messageGo to next message
Doitle is currently offline  Doitle
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Moderator/Captain

This would make me consider reinstalling Renegade to see this thing in motion once it's complete.

http://www.n00bstories.com/image.fetch.php?id=1285726594
Re: RA_Fjord [message #450220 is a reply to message #447913] Wed, 27 July 2011 19:45 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I've been developing the underground mining area. Part of it is being overtaken by Tiberium, which is the reason why the mining village is recently abandoned. I've started adding lights to it, although I would prefer it if it stays mostly dark. I've also added a re-spawning machine gun turret on the top of a cliff face that both factions can easily access. In the last image, ignore the cliff... It's something I forgot to add matching smoothing groups to. Will be fixed by tomorrow.

Also, for the observant among us, the light shafts become darker and lighter over the course of 10 seconds or so. It's meant to replicate the clouds moving across the sky. Wink

http://www.3dholmes.com/images/APB/Fjord51.jpg

http://www.3dholmes.com/images/APB/Fjord52.jpg

http://www.3dholmes.com/images/APB/Fjord53.jpg

[Updated on: Wed, 27 July 2011 19:46]

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Re: RA_Fjord [message #450221 is a reply to message #447913] Wed, 27 July 2011 21:05 Go to previous messageGo to next message
Tupolev TU-95 Bear is currently offline  Tupolev TU-95 Bear
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Excellent work here, keep it up! Thumbs Up

Decent people


Quotes or w/e

Re: RA_Fjord [message #450351 is a reply to message #447913] Sat, 30 July 2011 21:00 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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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:

http://www.3dholmes.com/images/APB/Fjord54.jpg

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.

http://www.3dholmes.com/images/APB/Fjord55.jpg

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.

http://www.3dholmes.com/images/APB/Fjord56.jpg

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.

http://www.3dholmes.com/images/APB/Fjord57.jpg

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:

http://www.3dholmes.com/images/APB/Fjord58.jpg

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.
Re: RA_Fjord [message #450360 is a reply to message #450351] Sat, 30 July 2011 22:04 Go to previous messageGo to next message
Starbuzz is currently offline  Starbuzz
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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!


buzzsigfinal

[Updated on: Sat, 30 July 2011 22:12]

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Re: RA_Fjord [message #450366 is a reply to message #447913] Sun, 31 July 2011 02:54 Go to previous messageGo to next message
Spyder
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One word: SWEET!
Re: RA_Fjord [message #450388 is a reply to message #447913] Sun, 31 July 2011 08:58 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Thanks guys. I think I'm going to connect some points in the GDI base to the ore mines and have the entrance be a destroyable piece of rubble similar to the sewer grating that you can shoot out in Metro. That way, infantry can have some extra mobility but they wouldn't have access to every structure.
Re: RA_Fjord [message #450409 is a reply to message #447913] Sun, 31 July 2011 22:46 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Well, I've built an entire sewer system for Hammerfest. There are four grates that you can shoot out to access the system. The four grates are located by the Construction Yard (Away from the AGT's field of fire), the Tiberium Refinery, Barracks, and Advanced Communications Center.

The sewers provide a lot of cover for infantry with little "peek" spots where you can duck in and avoid being seen as easily as you would if you were running through the narrow passageways. All four sewer lines converge on the main sewage dumping area beneath the Weapons Factory. There is an old tunnel connected to the ore mines which leads into the dumping area.

I've laid out the geometry and mapped out most of the textures, but I still need to add a fence... Unless I set up a damage zone in the sewage water so that you die shortly after landing in it. I'll put up screenshots when it's more complete, should be sometime tomorrow.
Re: RA_Fjord [message #450415 is a reply to message #447913] Mon, 01 August 2011 03:32 Go to previous messageGo to next message
Taz is currently offline  Taz
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Not bad.

The cave looks rather low on polygons though. W3D can easily handle 1+ million polygons on 1 single map, especially with today's computers it's no problem. All you have to watch out for is too many materials.
The grass/ground textures also look very low-res. 1024x1024 should be a minimum.

Eitherway, keep up the good work!.
Re: RA_Fjord [message #450424 is a reply to message #447913] Mon, 01 August 2011 07:40 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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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]

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Re: RA_Fjord [message #450433 is a reply to message #447913] Mon, 01 August 2011 08:54 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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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.
Re: RA_Fjord [message #450437 is a reply to message #447913] Mon, 01 August 2011 09:21 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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If I were to use different Guard Towers, I would end up modeling them and painting them in Mudbox - I'm not really interested in using anyone else's art assets for this. Wink

I'll keep it in mind.
Re: RA_Fjord [message #450439 is a reply to message #447913] Mon, 01 August 2011 09:57 Go to previous messageGo to next message
Soulhunter is currently offline  Soulhunter
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This map looks really nice, good job
I would also like to help test if you want Wink
Re: RA_Fjord [message #450454 is a reply to message #447913] Mon, 01 August 2011 15:59 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I'll put up a download link for anyone interested in testing. It will have a different filename than C&C_Fjord.mix so that it will not conflict with the release version.

The sewers are completely painted and pretty much finished. I may make the fences shorter than they currently are. How it works: You shoot open the grates, since they're a shatter-able object. Once you do that, you can come and go from the sewer as you please.

http://www.3dholmes.com/images/APB/Fjord59.jpg

The Nod base will not have underground "tunnels", but will have several alternate ways of entering the base compared to the GDI base. The sewer exits at the aforementioned points, and the exits are clearly marked with signs such as "GBAR" and "GCON" so you know where you're popping out.

http://www.3dholmes.com/images/APB/Fjord60.jpg

The sewer dumping area isn't really spectacular, but does have some good lighting in it. I'm happy with the whole thing so far, but I do need to work on the transition from the ore mines to the sewers.

http://www.3dholmes.com/images/APB/Fjord61.jpg

This is a very early stage of the ore mine/sewer transition. I'm happy with how the rock meets the concrete, and will probably not need to change anything in that regard. I do need to finish mapping the ore mine's walls, but otherwise this part is basically finished.

http://www.3dholmes.com/images/APB/Fjord62.jpg

I'm putting a forest up on the Nod side of the level and should have a good amount of coverage by tomorrow.
Re: RA_Fjord [message #450457 is a reply to message #450454] Mon, 01 August 2011 19:18 Go to previous messageGo to next message
Intradox is currently offline  Intradox
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Wow, looks great! I like how it incorporates so many aspects of renegade and real life things in it. Thumbs Up

Not pro enough at renegade to snipe.
Re: RA_Fjord [message #450466 is a reply to message #447913] Tue, 02 August 2011 01:03 Go to previous messageGo to next message
Spyder
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http://i51.tinypic.com/otgg20.jpg

Is that your renegade icon? If so, mind sharing it? Smile
Re: RA_Fjord [message #450491 is a reply to message #447913] Tue, 02 August 2011 07:49 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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It's RenDirCon, just a tool to connect to a server directly.
Re: RA_Fjord [message #450498 is a reply to message #447913] Tue, 02 August 2011 09:09 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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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 Razz

Group of 7 icons;
Smallest: 16*16
Largest: 256*256


http://tiberiumredux.omarpakker.nl/Old Unused Parts/Plaatjes/PromoteBanner_Hades_small.jpg

[Updated on: Tue, 02 August 2011 09:11]

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Re: RA_Fjord [message #450518 is a reply to message #450498] Tue, 02 August 2011 12:07 Go to previous messageGo to next message
Spyder
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Omar007 wrote on Tue, 02 August 2011 18:09

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 Razz

Group of 7 icons;
Smallest: 16*16
Largest: 256*256


How about a PM? Big Ups
Re: RA_Fjord [message #450546 is a reply to message #447913] Tue, 02 August 2011 21:41 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I'm working on the old "C&C rubble" that you'd find in Tiberian Dawn and Red Alert. I took my old rubble pieces from APB and modified them to the point that they were completely remade. I then applied UVs, stitched them together with an unwrap, exported to Mudbox, and painted them. The graffiti was the most fun of all of it. It was interesting trying to mix pieces with throwups and tags, and making it feel that several different artists had painted on the rubble... So each piece of graffiti is different and uses a mix of handwriting on my tablet. Here it is in W3D Viewer. It's using a 1024x texture but I could easily shrink it to 512 without a huge loss in quality.

http://www.3dholmes.com/images/APB/Fjord63.jpg

I'm still progressing on the level. I've been adding more forest to the Nod side of the map, and have been adding more Tiberium so that the atmosphere feels more like C&C95 with the random Tiberium patches growing in the woods.
Re: RA_Fjord [message #450547 is a reply to message #450546] Tue, 02 August 2011 22:09 Go to previous messageGo to previous message
HaTe is currently offline  HaTe
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Colonel
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"


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: Tue, 02 August 2011 22:19]

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