C&C Mutation Preview [message #84256] |
Thu, 29 April 2004 16:56 |
|
NeoSaber
Messages: 336 Registered: February 2003
Karma: 0
|
Recruit |
|
|
I've been working on a new map for the last few weeks. Well, few months is more accurate. It's gone through about a dozen revisions from scratch to get to a point where I like it.
http://www.cnc-source.com/gallery/categories.php?cat_id=88
It's C&C mode, and based on the mutated landscapes of Tiberian Sun: Firestorm, with an ion storm thundering overhead. Players will be able to harvest tiberium themselves if they want to, with several types available that are worth different amounts. Blue tiberium crystals will explode if they take enough damage.
The level has the exploding building animations I made, as well as the alternate models that I used in Seaside Canyon. I'm also animating a few of the mutated plants to make the environment feel a little more 'alive' and trying to kill you.
Probably still a few weeks away from being done. I have to finish some of the mutated plant models, as well as do some of the more technical (and annoying things) like vis generation.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
|
|
|
|
|
|
C&C Mutation Preview [message #84296] |
Thu, 29 April 2004 21:02 |
|
IRON FART
Messages: 1989 Registered: September 2003 Location: LOS ANGELES
Karma: 0
|
General (1 Star) |
|
|
I'd detatch parts of the terrain in gmax so I could use more varied textures. You need to alpha blend more.
Quote: |
Quote from IRC
<[Digital]> get man_fucking_a_car.mpg
<[Digital]> ah fuck wrong window
|
|
|
|
C&C Mutation Preview [message #84303] |
Thu, 29 April 2004 21:21 |
icedog90
Messages: 3483 Registered: April 2003
Karma: 0
|
General (3 Stars) |
|
|
Be careful not to detach TOO much. It looks good, a few blending bugs, and other various things, but I like it.
|
|
|
|
|
|
|
|
|
|
|
C&C Mutation Preview [message #84405] |
Fri, 30 April 2004 12:14 |
|
NeoSaber
Messages: 336 Registered: February 2003
Karma: 0
|
Recruit |
|
|
Basically its all done with Renegade's weather settings (lightning, yellow cloudy sky, etc), but I have added in the ion storm ambient sounds from Tiberian Sun.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
|
|
|
|
|
|
C&C Mutation Preview [message #85014] |
Sun, 02 May 2004 16:21 |
|
NeoSaber
Messages: 336 Registered: February 2003
Karma: 0
|
Recruit |
|
|
I've added in a new little feature to the map. Meteors fall out of the sky at random times. I've set it so they typically fall on tiberium fields, but there are a few other areas as well. When they hit, the resulting explosion will most likely be devastating to nearby soldiers and vehicles. I'm still tweaking the damage.
The gallery has been updated with new images of the meteors falling.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
|
|
|
C&C Mutation Preview [message #85142] |
Mon, 03 May 2004 04:44 |
|
Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
|
General (1 Star) |
|
|
Those meteors are a very nice touch.
how did you do it?
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
|
|
|
C&C Mutation Preview [message #85149] |
Mon, 03 May 2004 05:20 |
|
drunkill
Messages: 180 Registered: January 2004 Location: Melbourne, Victoria, Aus...
Karma: 0
|
Recruit |
|
|
yeah they do, looks a bit weird, but you won't notice it as much when its falling, just coz its still it looks retarded. but i think the tib needs to have the groth, notjust the texture, it needs the actuall plant part.
but the rest looks great, keep up the work!
Promotional Artist for Red Alert: A Path Beyond
Vote for APB in the MOTY awards 2008!
|
|
|
|
C&C Mutation Preview [message #85207] |
Mon, 03 May 2004 10:09 |
|
NeoSaber
Messages: 336 Registered: February 2003
Karma: 0
|
Recruit |
|
|
Titan1x77 | Those meteors are a very nice touch.
how did you do it?
|
A combination of a couple scripts, one of which I wrote myself. The meteors are an animation setup as a cinematic object. It has the script SUR_Timed_Death on it to destroy the object at the moment it reaches the ground, triggering its KilledExplosion (which uses a custom explosion model).
To get them to appear to begin with I wrote a script, Neo_CreateObject_RandomTimer (couldn't find one that did what I needed), and attached it to a temp version of a Daves Arrow. The script creates a preset, in this case the meteor, at the Daves Arrow's location at random times (between the Min and Max parameters on the script). The animation is setup so 0,0,0 on it (the Daves Arrow location) is actually the point of impact.
I also extracted the meteor falling and impact sounds from Tiberian Sun. They are a little quiet, but if someone is near the point of impact, they should be able to hear the meteor falling.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
|
|
|
|
|