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Re: RA_Fjord [message #449586 is a reply to message #447913] Wed, 13 July 2011 00:28 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Thanks for the feedback. If you're interested in a game that doesn't have any fighting and revolves around exploration, you might like the game I was developing before I started doing some work for Renegade again.

Here's the trailer:

http://www.youtube.com/watch?v=bUZbMVtZ7P4
Re: RA_Fjord [message #449596 is a reply to message #447913] Wed, 13 July 2011 10:30 Go to previous messageGo to next message
TNaismith
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That is very appealing, although to be honest it is quite unclear what exactly the game will feature. The trailer and video description promises a lot, but more specific details about what the game-play will be like and whether it would be multiplayer or singleplayer would be nice to know.

The concept though strikes me as... something to do with broad-space exploration (think of EVE Online), and then being able to explore locations on actual planets? (As hinted in the last section of the video. Something like MYST?) If you ever develop that game more, be sure to link a website with more information, perhaps to your 3dholmes.com portfolio -- I've actually visited there a number of times and saw the screenshots from Parhelion under the 'Environment Art (Current)' section. I only realized those screenshots were from Parhelion after watching the trailer. Definitely pass me a heads-up or link if things get rolling again. I check the Ren forums often enough that a private message should do fine.

lordtnaismith-gaming [at] hotmail [dot] com, will also work.

Looking forward to the release of this map, as well as the structures and models -- they are of a useful high quality.


http://img33.imageshack.us/img33/7928/t2010021mcsig140.gif

[Updated on: Wed, 13 July 2011 10:32]

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Re: RA_Fjord [message #449598 is a reply to message #447913] Wed, 13 July 2011 10:55 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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It's more about exploring the environment. I can't say much more than that until I get farther with the project... Think something along the lines of Flower on PS3.

When I get time to work on it more, it'll be obvious. I'll be posting a lot more work to my portfolio. Wink
Re: RA_Fjord [message #449613 is a reply to message #447913] Wed, 13 July 2011 23:18 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I really don't like the vertex lighting that this is limited to. I've attempted to move vertexes around to optimize shadows so they aren't all inaccurate and ugly. Unless I light map the level, this is the best it's going to look. I need to place lights in Max and export them to WLT so that I can get a more accurate global illumination simulation.

I decided to make the GDI base the 1990s version of Hammerfest from Tiberian Sun. There are signs alluding to this on the outside of the gates. I think the GDI base layout will work well, but I'm not sure if I want advanced base defenses.

http://www.3dholmes.com/images/APB/Fjord32.jpg

http://www.3dholmes.com/images/APB/Fjord33.jpg

http://www.3dholmes.com/images/APB/Fjord34.jpg
Re: RA_Fjord [message #449614 is a reply to message #447913] Wed, 13 July 2011 23:41 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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I'd switch the PP around with the CY, so that the non-vital buildings are in the back. Advanced base defences are a must for maps this size imo, I'd add a few Guard Towers to at least cover the PP and Refinery. Does the AGT cover the base so Stealth Black Hands/Stealth Tanks can't rush or sneak in?

Long time and well respected Renegade community member, programmer, modder and tester.

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[Updated on: Wed, 13 July 2011 23:48]

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Re: RA_Fjord [message #449617 is a reply to message #449614] Thu, 14 July 2011 00:08 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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By the looks of the screen shot there's only 5 entrances Iran, so it's probably not going to be easy to get in the base in the first place. I do agree with the guard tower suggestion though. I like the looks of the map as a whole very much, but I'm concerned that the gameplay may have it's exploits and such, because of the size of the map, and the amount of buildings and everything. I'm sure you have a decent handle on this and are aware of it, but I also hope that you're keeping gameplay a priority over visuals.

I saw a tunnel system in one of the earlier pics, and am wondering where that connects to on the outside? Most tunnels are connected to both bases, but I'm assuming that's not the case because of the size of the map? I'm sure there will still be ways for infantry to do their sneaking around and such, right?
Edit: Nvm, i just saw the tunnel entrance in the first ss, my mistake. Doesn't that sort of make it impossible for any sort of infantry rush to be successful though (if the air happened to have died)?

It's hard to criticize or critique anything with only screen shots provided, so I could completely be missing the mark here, but will it be possible to even get to that entrance by the pp while the agt is still online?


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: Thu, 14 July 2011 00:16]

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Re: RA_Fjord [message #449621 is a reply to message #447913] Thu, 14 July 2011 06:25 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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From some earlier screenshots it looks if vehicles can go upwards to the elevation on the right (behind wf), the elevation is wider (and has an extra elevation) than shown in that screenshot from what I recall.

Long time and well respected Renegade community member, programmer, modder and tester.

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[Updated on: Thu, 14 July 2011 06:27]

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Re: RA_Fjord [message #449626 is a reply to message #447913] Thu, 14 July 2011 12:14 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Look at the earlier screenshots. The ore mines have four entrances but none of them connect to the bases. I could make an additional entrance that pops out behind each base, but that will require gameplay testing so I can see how the current gameplay works.

Before that happens, this needs to be put into a more finished state. When I get a test build out, I will let everyone know.
Re: RA_Fjord [message #449627 is a reply to message #447913] Thu, 14 July 2011 12:41 Go to previous messageGo to next message
kamuixmod is currently offline  kamuixmod
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if u need a tester, pm me

http://img46.imageshack.us/img46/5836/kmauixsignature.png
Re: RA_Fjord [message #449628 is a reply to message #449626] Thu, 14 July 2011 14:02 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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I would suggest something like field; so that enemies can enter the base via infantry, but the AGT will still spot them at the start. That way it's not easy to sneak in to the base, but it is possible

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 #449629 is a reply to message #447913] Thu, 14 July 2011 14:31 Go to previous messageGo to next message
Spyder
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Marvelous! Keep up the good work. Big Ups
Re: RA_Fjord [message #449654 is a reply to message #447913] Fri, 15 July 2011 15:56 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Got more progress done today. The waterfall was widened, I started placing Tiberium in the level, and the river was placed with proper materials and blending. Having an issue with the waterfalls looking like they're clipping into the emitters with some odd triangulation, but otherwise it's coming together fine. I've also taken the liberty of using the original sound that accompanied any appearance of Tiberium in C&C95 so that it feels more "classic" in a sense.

Also, all of the trees are proxied in.

http://www.3dholmes.com/images/APB/Fjord35.jpg

http://www.3dholmes.com/images/APB/Fjord36.jpg

http://www.3dholmes.com/images/APB/Fjord37.jpg
Re: RA_Fjord [message #449659 is a reply to message #447913] Sat, 16 July 2011 00:52 Go to previous messageGo to next message
reborn is currently offline  reborn
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The waterfall looks like nothing I've seen before for Renegade. It's beautiful.


Re: RA_Fjord [message #449660 is a reply to message #447913] Sat, 16 July 2011 01:27 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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looks amazing

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
Re: RA_Fjord [message #449662 is a reply to message #447913] Sat, 16 July 2011 02:48 Go to previous messageGo to next message
Spyder
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index.php/fa/13532/0/
I'd add some vertices here to prevent it from stretching the textures so much. Just a suggestion, no offence. Satisfied
  • Attachment: asdf.jpg
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[Updated on: Sat, 16 July 2011 02:48]

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Re: RA_Fjord [message #449663 is a reply to message #447913] Sat, 16 July 2011 03:19 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Thanks for the comments and suggestion. I'm aware that the texture was stretching in that position. I hadn't, at that point, applied any UV modifiers to that terrain since it's part of the cliffs that I hadn't worked on yet. It is fixed now, as part of the process of making sure the entire level is UVed correctly.

I'm instancing more trees into the level and will put up more screenshots as I start importing the other pieces of the map, such as the power lines, civilian buildings, Ore Refinery, etc. The underground area also needs to be painted, but I'm thinking that it's going to get extended to reach both bases.
Re: RA_Fjord [message #449664 is a reply to message #449663] Sat, 16 July 2011 07:52 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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Aircraftkiller wrote on Sat, 16 July 2011 03:19

Thanks for the comments and suggestion. I'm aware that the texture was stretching in that position. I hadn't, at that point, applied any UV modifiers to that terrain since it's part of the cliffs that I hadn't worked on yet. It is fixed now, as part of the process of making sure the entire level is UVed correctly.

I'm instancing more trees into the level and will put up more screenshots as I start importing the other pieces of the map, such as the power lines, civilian buildings, Ore Refinery, etc. The underground area also needs to be painted, but I'm thinking that it's going to get extended to reach both bases.

Thumbs Up
Good work man


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 #449679 is a reply to message #447913] Sun, 17 July 2011 01:10 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I had created a new Tiberium texture yesterday when someone mentioned that the painted-over version of Renegade's Tiberium ground wasn't as eye-appealing as the Tiberium sitting upon it. Will probably reduce it to 256x instead of 512x.

I've begun cutting up the level's geometry to support a wide array of texture blending. I have also added several hundred trees and pieces of foliage that have been oriented to the camera to minimize polygon usage and maximize cover. They'll "fall down" if you look at them from above, which is the only drawback. I have Saberhawk's tool to fix that but it won't work for you if you're not using scripts 4.0... So I'll leave it the way it is.

The third of the map comprising the GDI base needs some more trees and texture blends, and then it'll be finished. I also began painting the tunnels with a special "ore mine" technique that I've refined so that the veins of gold don't look out of place against the rock they're blending into.

http://www.3dholmes.com/images/APB/Fjord38.jpg

http://www.3dholmes.com/images/APB/Fjord39.jpg

http://www.3dholmes.com/images/APB/Fjord40.jpg

http://www.3dholmes.com/images/APB/Fjord41.jpg

[Updated on: Sun, 17 July 2011 01:26]

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Re: RA_Fjord [message #449764 is a reply to message #449679] Wed, 20 July 2011 13:33 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Map is looking awesome, however I hate to say it but I think those tire tracks/ruts are looking a bit big (spacing wise) when compared to havoc... Then again, these are wide screen pics so maybe that is just messing with me.

Re: RA_Fjord [message #449942 is a reply to message #447913] Fri, 22 July 2011 21:07 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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This project is so large that I'm starting to forget certain things that I should be doing, like the Ore Refinery's exterior pieces. I finished the paint job in Mudbox a few minutes ago.

http://www.3dholmes.com/images/APB/Fjord42.jpg

I've made a lot of progress with the rest of the level, but there's too many tiny glitches for me to feel comfortable showing it yet. I'd have to spend a while defending my work against nitpickers! It would make more sense to finish it up a bit more so the inevitable concerns will be addressed beforehand.

Speaking of concerns, I'm not sure if I want to put in the interior of the Ore Refinery. It's going to be a lot of work for something that will be so trivial, and will require a lot of extra textures to make it look "right", which may cause problems with framerates. I think I'll just seal off the entrances with doors and make the windows opaque. Either that or make the windows translucent but have a silhouette of the interior to see.
Re: RA_Fjord [message #449961 is a reply to message #449942] Sat, 23 July 2011 07:13 Go to previous messageGo to next message
Starbuzz is currently offline  Starbuzz
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I don't know much about the original RA universe and its structures but if you were to sacrifice interior accuracy bypassing the lore, would it be possible to make the Refinery into a "dummy" structure (like the barn on Field)?

With no doors so it can be walked into and perhaps a ladder/stairs to go to the two upper levels that have the large windows.

I am only half-heartedly saying it though as I like your last idea of translucent windows with interior silhouette.

edit: reworded


buzzsigfinal

[Updated on: Sat, 23 July 2011 09:14]

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Re: RA_Fjord [message #449966 is a reply to message #447913] Sat, 23 July 2011 11:36 Go to previous messageGo to next message
Tupolev TU-95 Bear is currently offline  Tupolev TU-95 Bear
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This map is coming along very nicely. Rocked Over Thumbs Up
I believe the ore refinery is going to be in the map like the barn in fields right? Correct me if Im wrong.


Decent people


Quotes or w/e

Re: RA_Fjord [message #449968 is a reply to message #447913] Sat, 23 July 2011 12:25 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Look at some of the earlier screenshots. It's behind two civilian buildings. It's just a place to take cover.
Re: RA_Fjord [message #449981 is a reply to message #447913] Sun, 24 July 2011 03:44 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I already reneged on my idea of not finishing the interior and completed it today. I did, however, rip out the basement; I felt that it was just too much space for the level to have. I would also need to add custom doors to it so that the smelting furnace didn't look weird.

Here's a relatively large update for you. I've mapped out most of the ore mines and developed a nice little material for the ore veins so that they look natural against the rock. They darken and lighten where the rock does, making it look like part of the mine, instead of superimposed upon it.

http://www.3dholmes.com/images/APB/Fjord43.jpg

I've installed the radio tower, the civilian structures, and the Ore Refinery.

http://www.3dholmes.com/images/APB/Fjord44.jpg

I fixed up the road so that it looks more like a dirt road rather than some random tracks with grass perfectly lining it. The blending has hand-painted variable blends so that it looks different at every point in the center.

http://www.3dholmes.com/images/APB/Fjord45.jpg

The electrical substation was installed.

http://www.3dholmes.com/images/APB/Fjord46.jpg

Here's a frontal view of the Refinery with the two civilian buildings in the foreground. It's a bit dark so I may lighten it up a bit.

http://www.3dholmes.com/images/APB/Fjord47.jpg

The inside of the civilian structures, with a pot belly stove (Mudbox painted, of course), bunk beds, sinks, etc...

http://www.3dholmes.com/images/APB/Fjord48.jpg

And some views of the interior of the Refinery. It uses entirely stock Renegade textures, trying to avoid bloating the level's mix file any more than I already have.

http://www.3dholmes.com/images/APB/Fjord49.jpg

http://www.3dholmes.com/images/APB/Fjord50.jpg
Re: RA_Fjord [message #449982 is a reply to message #447913] Sun, 24 July 2011 04:12 Go to previous messageGo to previous message
Spyder
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The trees look a bit unnatural to me, besides that this is an awesome map!

AIRCRAFTKILLER YOUR MAPS IS GREAT!
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