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Re: Another WIP Map [message #188385 is a reply to message #185913] Sat, 04 February 2006 06:58 Go to previous messageGo to next message
Spice
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The AGT would stop anything else besides artilleries, they might beable to hit the War factory aswell as the barracks.

GDI has infantry access to the hand of nod and ped, nod doesn't have acess to anything. Net to mention GDI can point whore their ref with anything. Nod can rush.. That's about it.


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[Updated on: Sat, 04 February 2006 06:59]

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Re: Another WIP Map [message #188388 is a reply to message #185913] Sat, 04 February 2006 07:12 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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The ped will be in the middle of the base on some.... thing i will make.

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Re: Another WIP Map [message #188411 is a reply to message #185913] Sat, 04 February 2006 15:29 Go to previous messageGo to next message
DreamWraith is currently offline  DreamWraith
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I agree with exdeath about the balance.

I thought i would also note, since the PP is an external scenery item, you might want to delete the proxy for the internal mesh, as it wont be needed, if you haven't already done that. Would be a waste of poly's.

Also, as far as adding scenery, i would suggest just making some low polygon mountains in the background, and maybe adding some low poly tree models.


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Re: Another WIP Map [message #188420 is a reply to message #185913] Sat, 04 February 2006 17:29 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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for scenery im adding a backdrop if someone would tell me what the texture is called for the mountains.


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Re: Another WIP Map [message #188426 is a reply to message #188420] Sat, 04 February 2006 18:28 Go to previous messageGo to next message
DreamWraith is currently offline  DreamWraith
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Jeep Rubi wrote on Sat, 04 February 2006 18:29

for scenery im adding a backdrop if someone would tell me what the texture is called for the mountains.




I don't know what it is. But I don't understand why you don't make it more realistic and just make some simple mountain meshes. Would take all of ten minutes, and you shouldn't need to use more than 200 polygons.


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Re: Another WIP Map [message #189761 is a reply to message #188261] Mon, 13 February 2006 10:16 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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EXdeath7 wrote on Thu, 02 February 2006 22:42

Since the GDI infantry can sneak in and desroy the hand of nod you should mak the GDI Barracks exposed to vehicle fire. Like so:

index.php?t=getfile&id=662&private=0


I took off the barrier half way instead of all the way. It acctually works better.


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Re: Another WIP Map [message #189771 is a reply to message #188411] Mon, 13 February 2006 11:43 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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DreamWraith wrote on Sat, 04 February 2006 17:29

I agree with exdeath about the balance.

I thought i would also note, since the PP is an external scenery item, you might want to delete the proxy for the internal mesh, as it wont be needed, if you haven't already done that. Would be a waste of poly's.

Also, as far as adding scenery, i would suggest just making some low polygon mountains in the background, and maybe adding some low poly tree models.


good advice....just make sure you keep the door proxys or place some doors that dont open on the external mesh of the PP's.

Maps looking good...keep it up


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

Re: Another WIP Map [message #189789 is a reply to message #185913] Mon, 13 February 2006 13:51 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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For the backdrop, ill make some low poly mountains but id still like a 2d backdrop to end it.

Someone tell me what the texture is called for the mountain backdrop please! I dont want to go through the always.dat for an hour.


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Re: Another WIP Map [message #189792 is a reply to message #185913] Mon, 13 February 2006 14:23 Go to previous messageGo to next message
DreamWraith is currently offline  DreamWraith
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im not sure. if you know what level you've seen it in, that would be a good start to finding out.

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Re: Another WIP Map [message #189794 is a reply to message #185913] Mon, 13 February 2006 14:31 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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Either M02 or C&C_Feild

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Re: Another WIP Map [message #189871 is a reply to message #185913] Tue, 14 February 2006 06:44 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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And yet another update. (only pictures this time)

index.php?t=getfile&id=717&private=0

index.php?t=getfile&id=716&private=0



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Re: Another WIP Map [message #189888 is a reply to message #185913] Tue, 14 February 2006 10:17 Go to previous messageGo to next message
Dave Mason is currently offline  Dave Mason
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Add some rocks and trees in, it's a very wide open space at the moment. Apart from that it looks like it will be a decent map to play.

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Re: Another WIP Map [message #189935 is a reply to message #185913] Tue, 14 February 2006 13:01 Go to previous messageGo to next message
DreamWraith is currently offline  DreamWraith
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by the looks of it, nod's harvester is going to take about 133% of the time GDI's harvester is to complete a single run.

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Re: Another WIP Map [message #189949 is a reply to message #185913] Tue, 14 February 2006 13:52 Go to previous messageGo to next message
Renardin6 is currently offline  Renardin6
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Add lightmaps. (yeah I want to see it everywhere.)
Re: Another WIP Map [message #189957 is a reply to message #189935] Tue, 14 February 2006 14:22 Go to previous messageGo to next message
Dave Mason is currently offline  Dave Mason
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DreamWraith wrote on Tue, 14 February 2006 20:01

by the looks of it, nod's harvester is going to take about 133% of the time GDI's harvester is to complete a single run.


The Nod refinery is alot closer to that tiberium than the GDI spot one. I think it will still take slightly longer though, 110% maybe.


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Re: Another WIP Map [message #189964 is a reply to message #185913] Tue, 14 February 2006 15:35 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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index.php?t=getfile&id=718&private=0

The initial path is longer for nod but the repeditive path is longer for gdi, most maps harvys dont go at the same time anyway.

Renardin6 wrote on Tue, 14 February 2006 14:52

Add lightmaps.


I would but im using gmax not 3ds max and i dont know how to use 3ds max anyway. When im done if someone would do it for me that would be great.


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[Updated on: Tue, 14 February 2006 15:39]

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Re: Another WIP Map [message #190004 is a reply to message #185913] Tue, 14 February 2006 21:26 Go to previous messageGo to next message
DreamWraith is currently offline  DreamWraith
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Erm yes, my dyslexic self mixed up nod and GDI. I did mean GDI would take longer.

sure, some maps arent synchronized, but that is practically twice the distance now that you have lined it out. gdi will be at an economic disadvantage.


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[Updated on: Tue, 14 February 2006 21:27]

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Re: Another WIP Map [message #190005 is a reply to message #185913] Tue, 14 February 2006 21:38 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Weld the buildings to the terrain, press S and turn on 3D snap. Shift and right click, set your snap settings to Grid and Vertex. Snap vertex points to the building edges, there's no reason for them to be sitting on the ground instead of being part of it.
Re: Another WIP Map [message #190006 is a reply to message #185913] Tue, 14 February 2006 21:38 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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easy fix for the harvys.....play test the map and get the timing just right for both of them.

Some maps i have made the WF/AIR where in spots not ideal to get the harvy going at the same pace for both teams.

once you find the exact time for each team, Temp a new REF controller and change the load time for the team thats moving to fast...example would be GDI is quicker by 3 seconds...change unloud time to 13 seconds for GDI's REF.

** make sure you delete the old REF controller, Save, and shut down LE....load it back up and THEN place the new REF controller.

If theres a large time gap....you then may consider re-arranging the base or Tiberium field setup.

From the looks of it....Nod might need an unload time of like 16-18 seconds.


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Re: Another WIP Map [message #190007 is a reply to message #185913] Tue, 14 February 2006 21:38 Go to previous messageGo to next message
DreamWraith is currently offline  DreamWraith
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If it was just a small difference it would be one thing. But by the looks of it Nod would bring in money almost twice as often.

EDIT: maybe not quite twice as often, but for every dump gdi gets, nod would get about 1 2/3rds.

EDIT:
Also what you refer to as a one time disadvantage, would in fact be a recurring disadvantage every time the harvester was destroyed. say the harv gets destroyed 3 or four times, it starts to add up and GDI falls way behind.
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[Updated on: Tue, 14 February 2006 21:44]

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Re: Another WIP Map [message #190008 is a reply to message #190005] Tue, 14 February 2006 21:43 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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Aircraftkiller wrote on Tue, 14 February 2006 23:38

Weld the buildings to the terrain, press S and turn on 3D snap. Shift and right click, set your snap settings to Grid and Vertex. Snap vertex points to the building edges, there's no reason for them to be sitting on the ground instead of being part of it.



Shouldnt he just use vertex for the snap settings?

A grid point may be close to a vertex of the building and will leave a gap.


Once you do this you should save the cut out terrain around your buildings for easy building placement in the future....also use the flying buildings or else youll have to do it again.



"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

Re: Another WIP Map [message #190058 is a reply to message #185913] Wed, 15 February 2006 05:52 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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I dont see the point unless the buildings go underground you shouldnt need it, or even want it because it just adds more polys to your map.

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Re: Another WIP Map [message #190079 is a reply to message #185913] Wed, 15 February 2006 09:12 Go to previous messageGo to next message
Spice
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Wasted polygons at the expense of rendering the texture underneathth the building. I'd choose wasted polygons, as you say. If seen renegade maps with 70,000 polygons run perfectly fine.

Maps look like literally shit when you don't do it anyways. In my oppinion it looks like the mapper was being lazy.


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[Updated on: Wed, 15 February 2006 09:12]

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Re: Another WIP Map [message #190093 is a reply to message #185913] Wed, 15 February 2006 11:51 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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It adds a whole 400 polygons... Big fucking deal. It also allows you to create customized blending zones around buildings, like I have them set up in Glacier Flying, Glacier, and GlacierTS. In addition to that, it just looks better. It also prevents zbuffer arguing in the game where you didn't place the building close enough to the terrain, which then makes the floor flicker from ground to floor over and over as your viewpoint changes.

There is absolutely no reason why you would not want to do this besides pure laziness.
Re: Another WIP Map [message #190096 is a reply to message #190058] Wed, 15 February 2006 12:02 Go to previous messageGo to previous message
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Jeep Rubi wrote on Wed, 15 February 2006 07:52

I dont see the point unless the buildings go underground you shouldnt need it, or even want it because it just adds more polys to your map.


Zfighting is the reason you want to do this. As Ack stated, if you have two pieces of geometery laying too close to one another, the engine has a hard time determining which piece is actually on top. So what happens is one frame the game might think the concrete floor of you building is ontop (which it is) and the next frame the game may think the ground is above the floor (which it is not), which in turn cuase the goemetery to flicker between building floor and ground. One way to get around Zfighting besides cutting up the lower section and snapping the verts of the bottom verts of the building is to have the buildings floor far enough above the ground where the engine knows which is on top all the time, but this may result in a floating building. Best course of action is to take the time and cut up the surrounding area and delete the under lying mesh pieces and the border of the hole with the building.
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