Home » Renegade Discussions » Mod Forum » RA_Fjord
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Re: RA_Fjord [message #450555 is a reply to message #447913] |
Tue, 02 August 2011 23:20 ![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: 0
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General (5 Stars) |
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As much as I hate doing it, I will be adding visibility rendering to the level. That will bring frame rates up considerably, but the fact that you can't even draw the GDI base until you're in the middle of the map will also help alleviate any FPS issues. Same goes for the Nod base, you can't draw it until you're at the Ore Refinery.
To give you a sense of scale, if you were to start from the GDI Tiberium field on Glacier Flying and run all the way to the Nod Power Plant, that would be the size of the battlefield on Fjord from the GDI walls to the Nod Obelisk. The two bases are outside of that radius. It's a bit bigger than the stock Renegade levels but it's also got a lot more potential for gameplay.
Also, with vis rendering, I will need everyone's help to spot visibility errors - you'll notice them when you see a part of the level turn transparent. I'm hoping that it will cull a lot of the trees that you can't actively see, especially with how hilly the terrain is.
[Updated on: Tue, 02 August 2011 23:23] Report message to a moderator
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Re: RA_Fjord [message #450564 is a reply to message #447913] |
Wed, 03 August 2011 02:12 ![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) |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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What I sometimes tend to do is turn up the walkspeed of Leveledits havoc and go spotting the vis glitches in LE.
Usually I find most of them via this method but for the exits of structures/tunnels I do reset the walkspeed to normal.
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Re: RA_Fjord [message #450584 is a reply to message #447913] |
Wed, 03 August 2011 15:20 ![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: 0
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General (5 Stars) |
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In other news, here's a changelist of not-so-visible-to-screenshots things I've done lately:
The Adv. Comm Center dish has a bluish color when the light hits it, but not when ambient light is hitting it. It also has a reflection map.
The ice scattered about the level now has reflection maps.
The AGT's texture, and the sewer walls by association, has been remade. I developed a new texture similar to the one that I was using from my old Metro level, but it's now 512x in size instead of 256. The sewers are now a lot less blurry looking, and the AGT looks downright menacing. I'll take renders of it when I get a chance.
The GDI base has had asphalt added to it instead of the Renegade 2 concrete. I found an old photo I had taken and sourced it from that.
I've added what's called "stage 1" textures to just about anything that could use the extra detailing that it provides. The ice is one thing that uses it, but a lot of textures almost require them now to look competitive next to other games on the market. For example, the GDI Repair Facility will have tank track marks all over it from repeated usage. Here's a render illustrating this, and the new concrete detailing (two passes, one detail stage texture):
![http://www.3dholmes.com/images/APB/Fjord64.jpg](http://www.3dholmes.com/images/APB/Fjord64.jpg)
This is a render from 3DS Max, so materials won't always look correct.
[Updated on: Wed, 03 August 2011 15:21] Report message to a moderator
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Re: RA_Fjord [message #450622 is a reply to message #450621] |
Thu, 04 August 2011 10:41 ![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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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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That mammoth tank is win.
Wasnt there a beta GDI APC?(The one with wheels and lights on) Or am I mistaking it for another APC..
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, ![Surprised](images/smiley_icons/icon_surprised.gif) , ![Thumbs Up](images/smiley_icons/thumbup.gif) . 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 #450623 is a reply to message #447913] |
Thu, 04 August 2011 10:57 ![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) |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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That would be great. Remember though that the original flamer doesnt have a turret got a version with turret if you want one.
I suppose you already have all those assets if not pm me.
(Or check the pack on the forums it has all the fixed versions of them)
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Re: RA_Fjord [message #450824 is a reply to message #447913] |
Sat, 06 August 2011 23:13 ![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: 0
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General (5 Stars) |
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Ran into more issues, as can be expected. I'm pushing out this version so you guys can play with it and tell me what you think of it so far. I've enabled flying units, but I will probably disable them for the final release.
DISCLAIMER
This is essentially an alpha test. There are a lot of things that aren't working right now. Feel free to mention bugs, but don't expect this to be playable. It isn't. The Nod spawners aren't set up beyond a single spawner, Nod has no purchase terminals, and the GDI Repair Facility isn't operational. The lighting on the trees isn't fixed yet, so they're lit up improperly. Some of the lights aren't in yet.
If you find errors beyond what I've listed, please take screenshots and post them here. I would also like to have everyone who plays try running around and firing at just about every different texture you can see. Make sure they have a proper surface effect (e.g. rock sounds like rock, ice like ice, grass, etc...) associated with them, in case I missed something.
http://www.3dholmes.com/downloads/Renegade/Fjord.rar
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Re: RA_Fjord [message #450833 is a reply to message #447913] |
Sun, 07 August 2011 02:18 ![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) |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
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Commander |
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I only found a few minor things but i am almost sure you would have noticed them already. 3 missing textures , one being the small wall beside AGT, another being a tube inside the shrine of Nod, and a third being those tiberium crystals that you added.
The only real problem i have with the map is that it seems unbalanced. Gdi has one entry into Nod base, where as Nod can use the river or the front to get in and it has less defenses covering the front.
On Nod however, you get 2 turrets right beside the Obelisk, which makes it much harder to get in, where as on Gdi's base, you only have those puny gun towers and on all four corners, 2 of which don't really do anything because of their distance between Agt and the fact only a humvee could enter through the small gap between the wall.
And i am not so sure i like the reflectivity for the ice, especially near Nods base on the side, to me it seems un natural to even have ice there because there is grass right above it, and pine trees all have no snow. I think it should be more rocky if anything personally.
And i shot about everything i could and the only thing i noticed was the lights inside the house have metal instead of glass for the light part.
All in all this is a really good looking map, and seems like it will play out very well.
[Updated on: Sun, 07 August 2011 02:20] Report message to a moderator
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Re: RA_Fjord [message #450866 is a reply to message #447913] |
Sun, 07 August 2011 08:47 ![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: 0
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General (5 Stars) |
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First thing to note, this isn't a gameplay test. I've mentioned that before! I'm just looking for problems with geometry, textures, etc. When it's more "complete" is when I'm going to attempt to get some games scheduled. Also, the texture missing on the Tiberium? My mistake - I was compressing a shit ton of textures last night and must have missed the diffuse map for the Tiberium. It's split into two, one for emissive, one for diffuse.
I prefer the ice having a faux specular effect. It feels more like ice, and less like a texture. Worthy of note is that I forgot to add the second revision to the emis file that contains all of my extra geometry. I had given more trees to the front of the Nod base, especially next to that rocky patch of ice. It'll be fixed next time.
Keep in mind the time of year that this is set in: It's early spring in Norway. The ice is melting, grass is growing, and things are slowly coming back to life. And Nod's trying to get in GDI's grill.
Mauler: There's a lot of things that I haven't really focused on with the Nod base, but thanks for pointing that out. I'll fix those problems in the next release. Regarding the camera-oriented bushes, I can fix those with a tool that will work with scripts 4.0. I definitely don't want to put in bushes with extra polygons - this thing has so much instanced geometry that I'm afraid of adding any extra details like that.
Oh, and the river is probably going to be impassible to vehicles. That leaves a two ways to get into the Nod base - over the main road, or by taking the side road that snakes along the mountains.
[Updated on: Sun, 07 August 2011 09:11] Report message to a moderator
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Re: RA_Fjord [message #450870 is a reply to message #447913] |
Sun, 07 August 2011 09:24 ![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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Spyder
Messages: 1070 Registered: March 2006
Karma: 0
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General (1 Star) |
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Couldn't get a screenshot of it, but the tiberium crystals are missing the texture for dirt at the bottom.
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Re: RA_Fjord [message #450904 is a reply to message #447913] |
Sun, 07 August 2011 18:24 ![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: 4307 Registered: April 2011
Karma: 0
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General (4 Stars) |
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This is the best looking map I've seen on the W3D engine, any plans for some smaller maps? With the resource manager in 4.0 and with the fact that a lot of players want to play fan maps, it's certain they'll be played a lot.
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 #451055 is a reply to message #447913] |
Mon, 08 August 2011 23:55 ![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) |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 0
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General (5 Stars) |
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Tomorrow, maybe.
I've got my Mammoth Tank in-game and operational now. Reaver11 did a great job getting it rigged for me, but I had to do some extra tweaking to make it work correctly. The muzzle firing animation now works (Thanks scripts 4.0!) and the extra muzzles attached to the tusk pods have smoke. Again, thanks scripts 4.0!
![http://www.3dholmes.com/images/APB/Fjord65.jpg](http://www.3dholmes.com/images/APB/Fjord65.jpg)
Yes, the treads are alpha-mapped for the extra illusion of detail.
![http://www.3dholmes.com/images/APB/Fjord66.jpg](http://www.3dholmes.com/images/APB/Fjord66.jpg)
![http://www.3dholmes.com/images/APB/Fjord67.jpg](http://www.3dholmes.com/images/APB/Fjord67.jpg)
And thanks again to scripts 4.0 for making the Repair Facilities animate properly. Now you see electricity sparking from them which randomly attaches itself to your vehicle, instead of spawning at the origin of the world space. It's really cool. On the subject of Repair Facilities, I made them repair a lot more health per second, but they have half the health of a regular building like the AGT, Construction Yard, etc. They're a priority target if someone is repairing on them. Hell, even if they're not, I would take that thing out the moment the base defenses went down.
![http://www.3dholmes.com/images/APB/Fjord68.jpg](http://www.3dholmes.com/images/APB/Fjord68.jpg)
One last thing to note: Saberhawk gave me a tool which fixes the camera parallel meshes, namely the bushes, so that they work as intended: They only spin. They don't bank with the camera, so they look a lot more realistic now. However, you'd need scripts 4.0 to see this. I'm planning to release Fjord around the time that scripts 4.0 is in open beta.
[Updated on: Tue, 09 August 2011 00:12] Report message to a moderator
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