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Re: RA_Fjord [message #448613 is a reply to message #447913] Thu, 09 June 2011 20:29 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Got some more work done. I think I'm finished with the interior. I've added the second floor multiplayer TV sets above the MCT. The lighting should be finished, as well. I was considering adding more to the building's interior, but I felt that it wouldn't fit into Renegade's current MP interiors which are generally bare.

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

http://www.3dholmes.com/images/APB/mgacc1.jpg

http://www.3dholmes.com/images/APB/mgacc2.jpg

Right now, I have made space on Fjord for the following buildings:

GDI: Construction Yard, Barracks, Weapons Factory, Adv. Comm Center, Repair Facility, Helipad, Tiberium Refinery, Tiberium Silo, Advanced Guard Tower.

Nod: Construction Yard, Hand of Nod, Airstrip, Comm Center, Repair Facility, Helipad, Tiberium Refinery, Tiberium Silo, Obelisk of Light, Shrine of Nod, Turrets, and SAM Sites.

I'd like to surround each base with walls and base gates. I will probably end up taking out the major base defenses, and leave only SAM Sites, Turrets, and Guard Towers. I may also end up creating a new Guard Tower model that's more in-line with the old Tiberian Dawn version, since the one in Renegade looks completely non-functional and ugly.
Re: RA_Fjord [message #448614 is a reply to message #447913] Thu, 09 June 2011 23:15 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Here's another update, I modeled a 90 polygon Tiberium sponge and brought it into Mudbox to create an ambient occlusion map that I can use to paint the diffuse map. I was going to use tiber_02.tga from Renegade, since it has a sponge texture, but the whole thing is 128 pixels. I want something that's 256.

http://www.3dholmes.com/images/APB/tiberium.jpg
Re: RA_Fjord [message #448615 is a reply to message #447913] Fri, 10 June 2011 00:36 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Before I go to bed, here's the finished Tiberium sponge. I painted it in Mudbox and used the AO map to give the diffuse map some definition. It's now 200 polygons instead of the 260,000 or so it was in Mudbox.

http://www.3dholmes.com/images/APB/tiberium1.jpg

I can easily spread it around in the Tiberium fields of Fjord without causing any framerate clogging. I think it will look pretty nice with some diffuse-only lighting in LevelEdit. Of course, if I could have exported the normals and the spec map from Mudbox for use in UDK, it would look a whole lot better.
Re: RA_Fjord [message #448616 is a reply to message #447913] Fri, 10 June 2011 01:46 Go to previous messageGo to next message
reborn is currently offline  reborn
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Zunnie from MP--Gaming is your man for level edit. I am sure he would be delighted to work with you on the map and be a valuable resource for the level edit work.

What purpose will the Comm Center's and Shrine of Nod serve? Will they have any function, or just add to the environment? If they server no real purpose, I am not sure they should be anything more than part of the environment and should not be in the base, or at least not an area that is accessible.

I could be wrong in my assumption of those buildings having no real purpose (possibly you intend for the Comm Center to be tied into the player's radar?), but I am sure you're missing a vital building, the Power Plant (which you could also perform some magic on and use the Advanced Power Plant).



Re: RA_Fjord [message #448618 is a reply to message #447913] Fri, 10 June 2011 10:38 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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The Adv. Comm Center and Shrine of Nod would ideally be used to control beacon purchases. From the strings database in Renegade, the Shrine of Nod MP description: This building provides spiritual guidance for Nod. In addition, it houses missiles for nuclear strikes. Destroy it to hamper Nod's nuclear capability.

The Adv. Comm Center MP description: Enemies in proximity to an active GDI Communications Center have their radar scrambled. The Communications Center also enables GDI Ion Cannon strikes. Destroy it to hamper this ability.

The Nod Comm Center would simply control radar as well. I did forget to mention Power Plants... They're going in.
Re: RA_Fjord [message #448620 is a reply to message #447913] Fri, 10 June 2011 12:21 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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What you've posted looks really excellent. Are you gonna give all buildings the multi-floor interior treatment and like a guy asked on the APB thread, are you gonna move the beacons so they do more damage?

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 #448624 is a reply to message #447913] Fri, 10 June 2011 13:56 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I'm not adding additional floors. I'd have to redo the light mapping in the other buildings for that to work, since everyone hates elevators. The two-floor structures for GDI have light maps and elevators.

I'm not sure how I'd go about making the beacons "do more damage". I guess he means increasing the radius of the beacons? I suppose I could do that, since the bases will be larger.
Re: RA_Fjord [message #448628 is a reply to message #447913] Fri, 10 June 2011 15:22 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Here's the Adv. Comm Center interior light mapped inside of W3D Viewer. Light mapping in Renegade is such a pain in the dick. I came over from using UDK's oh-so-easy lighting tools with automatic unwrapping only to remember that Renegade is a different beast and requires a lot of extra work for no good reason. I also ended up going into Photoshop and using my tablet to paint in some fill lighting where the auto-unwrap in Max 8 was screwing things up.

http://www.3dholmes.com/images/APB/mgacc3.jpg
Re: RA_Fjord [message #448629 is a reply to message #447913] Fri, 10 June 2011 16:09 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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Very nice Ack. I have been working a building pack with the correct Aggregates, damage , explosion animations, vis, vehicle blockers, ect for all the buildings. Almost all the leveledit work is already done for all the buildings.

I can help you you setup everything. Keep up the nice work.

index.php?t=getfile&id=13504&private=0


http://s18.postimage.org/jc6qbn4k9/bricks3.png

[Updated on: Fri, 10 June 2011 16:10]

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Re: RA_Fjord [message #448631 is a reply to message #447913] Fri, 10 June 2011 18:36 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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You have everything correct except for a few things:


  1. Those Repair Facilities are ugly as sin - the version called "Rep^Nod_Pad.gmax" is the one that you should use. It only utilizes the rep^nod_pad.tga texture for its surface and looks much more visually interesting.
  2. The GDI Comm Center should be an Adv. Comm Center.


Looks good otherwise. Is this in 3DSM format? If so, could I grab a copy off you? I wouldn't mind collaborating with you if you want to help me get some buildings finished. Although I'm not sure what help I'd actually need considering the aggregates already exist in gmax form and are usually ready-to-export.
Re: RA_Fjord [message #448632 is a reply to message #447913] Fri, 10 June 2011 19:47 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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1. Rep^Nod_Pad.gmax is the one im using with textures rep^NOD_pad.tga , rep^GDI_pad.tga.

There are these other 2 models in Ren Building Assets.

index.php?t=getfile&id=13505&private=0


2. Haven't added Advance Com Center yet.

My idea was

Normal com Center for Radar.
Advance Com Center and Nod Shrine for Beacons.

I wasn't going to use the Adv com center but I can see you actually made the adv com center interiors that actually looks good.

I modified some of the aggregates, for the most part they are all the same that are in the ren building asset pack.
Some of the existing building packs like the ones that where on Renhelp.net for years had missing proxies our incorrectly named ones.

Right now this is only in gmax a flying and non flying version. I might setup one for 3ds max not sure.
  • Attachment: reppads2.jpg
    (Size: 67.17KB, Downloaded 1128 times)


http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: RA_Fjord [message #448633 is a reply to message #447913] Fri, 10 June 2011 21:03 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Frankly, if it isn't in Max format then I won't be able to use it. I was planning on importing the buildings from some of my old levels, like the GDI Power Plant, AGT, etc. I modified their textures or added elevators to the exterior and I'd like to keep some of that detail since it looks better than the stock buildings. Thanks for the offer, though. If you want the Adv. Comm Center, download it here.

The proxies look weird, since they're not centered to 0 with the building. It should work unless something changed. If you'd like to help, though, you could go through to my old aggregates on River_RaidTS and make sure they're compatible with this building - renaming the meshes to mgacm^ or mgacm#, moving them if they need moved, etc. I needed to rename it to mgacm from mgacc because I don't want Renegade pulling in the interior from old levels like River_RaidTS/Mars/whatever else.

/edit
//This is the Repair Facility that's been properly textured
///http://www.3dholmes.com/images/APB/rep_nodpad.jpg
////It's under C&C Mode -> GDI -> mgrep -> pat_fx -> rep^Nod_pad.gmax

[Updated on: Fri, 10 June 2011 21:04]

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Re: RA_Fjord [message #448693 is a reply to message #447913] Sun, 12 June 2011 12:20 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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Do you have the silos , repair pads, heli pads, com centers in max. If not I will just convert them.
I have all the other buildings.


http://s18.postimage.org/jc6qbn4k9/bricks3.png

[Updated on: Sun, 12 June 2011 12:25]

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Re: RA_Fjord [message #448695 is a reply to message #447913] Sun, 12 June 2011 13:00 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I have a lot of things in 3DSM format, including the Helipads and some other structures. I also have the Barracks ag_3 aggregate file which I will use to rebuild some aggregates for buildings like the Adv. Comm Center.

Right now I'm getting all of the buildings into 3DSM with my own personal edits to textures/models. I made the changes so that the old buildings utilize the textures they're given in a logical manner, along with using texture space in a better fashion than the WS artists did. Some buildings were changed a lot, such as the Hand of Nod, which I've redeveloped into the E3-style Hand of Nod from 1999. In addition, I just ripped apart the hand holding the globe and added a lot more detail to it; it was previously nothing more than a sad collection of polygons resembling a hand clutching a globe.

There are more changes, such as textures fixes to the Repair Facility, the redone Adv. Comm Center exterior, improved GDI signage on the buildings, etc... I'll be releasing this as a Max file for everyone to use so that buildings don't require RenX to be added into terrain.
Re: RA_Fjord [message #448699 is a reply to message #448606] Sun, 12 June 2011 13:19 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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Quote:

without breaking the game's C4 mines ala Glacier_Flying

I know both RR and 4.0 have that fixed, so you might not need to worry about it. That is, if you're talking about the same thing I am....Oh, and nice work. It'd be nice to see some more competitive gameplay maps out there, especially with 4.0 likely being released very soon.


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: Sun, 12 June 2011 13:20]

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Re: RA_Fjord [message #448702 is a reply to message #447913] Sun, 12 June 2011 13:42 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I don't think they'll fix the FPS issues from the CPU being eaten alive by the bugged repair logic. I'll play it safe and use Jonwil's scripts unless I'm informed that everything is alright with the regular game logic.
Re: RA_Fjord [message #449292 is a reply to message #447913] Thu, 30 June 2011 18:06 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Finished up the circuit breakers. I've begun the painting process for the entire level, which means I'm getting close to needing testers for this. Here's some progress, in a breakdown:

  • Radio antenna added.
  • Civilian buildings painted with fully modeled interiors.
  • Electrical substation equipment painted.

I'm not sure if I want to keep the Ore Refinery, but I can't say it looks out of place at all. Now, since this is done, I have to look at whether or not I'll take the Ore Truck I modeled and painted back in 2005 and upgrade it so that it can be a static prop for this level.

Here's progress images:

http://www.3dholmes.com/images/APB/Fjord27.jpg

http://www.3dholmes.com/images/APB/Fjord28.jpg

http://www.3dholmes.com/images/APB/Fjord29.jpg
Re: RA_Fjord [message #449312 is a reply to message #447913] Fri, 01 July 2011 12:03 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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Looking like a good map,i like all the extra details, how is it holding up for the polygon count?

http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg
Re: RA_Fjord [message #449313 is a reply to message #447913] Fri, 01 July 2011 12:09 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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The base mesh is 5,000 polygons, including the underground ore mines. With the Ore Refinery, the substation, the civilian structures, plus assorted things like power lines, towers, etc, it comes out to 49,000 or so. I haven't added trees yet, or any foliage. Wink

The substation is fenced off now. The Max renders are kind of iffy because I'm using area shadowing from the main light source, and it doesn't play well with alpha channels like the fence.

http://www.3dholmes.com/images/APB/Fjord30.jpg

[Updated on: Fri, 01 July 2011 12:14]

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Re: RA_Fjord [message #449337 is a reply to message #447913] Fri, 01 July 2011 21:43 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I'll consider it if I have enough time to implement it. So, for today's agenda:

  1. Added the chain link fence with razor wire around the substation. Will probably add a larger entrance to it in the rear so that there are three ways to get inside it for cover.
  2. Got new walls painted and set up.

One of the things I wanted to do with this level is add base walls with gates. I took the walls from Renegade's level 10 3DS Max file which WS sent me in 2002 and kept the same geometry (after cleaning it), then repainted it in Mudbox. I decided to have "faction specific" walls with logos on them and some light to moderate scarring. There's a few pieces that go with this, but they're going to use the same texture. It has no end caps to the geometry since it's meant to be used modularly. They aren't finished yet, but what you see here is a good representation of the design I'm after.

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

http://www.3dholmes.com/images/APB/wall1.jpg

[Updated on: Fri, 01 July 2011 21:45]

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Re: RA_Fjord [message #449372 is a reply to message #447913] Sun, 03 July 2011 12:03 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Here are the walls in 3DS Max with a basic floor. I have the gate collars set up with a proxy to bring in the GDI and Nod gates. Will probably just bring the gate into Mudbox, although I could get away with the texture that's on them currently... I think it's comfortably detailed at this point, and I can reuse the texture for other wall segments in addition to different trim pieces for environments.

http://www.3dholmes.com/images/APB/wall2.jpg

http://www.3dholmes.com/images/APB/wall3.jpg

http://www.3dholmes.com/images/APB/wall4.jpg

http://www.3dholmes.com/images/APB/wall5.jpg
[/quote]
Re: RA_Fjord [message #449508 is a reply to message #447913] Thu, 07 July 2011 21:46 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Here's the Ore Refinery after being painted in Mudbox and brought into W3D Viewer.

http://www.3dholmes.com/images/APB/refinery5.jpg
Re: RA_Fjord [message #449571 is a reply to message #447913] Tue, 12 July 2011 01:27 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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After taking a break over the weekend, I've gotten back to work on it again. It's now being processed through the editor. I've been developing an aggregate for the level to contain the new particle systems I've developed specifically for it, such as the waterfalls you see here.

http://www.3dholmes.com/images/APB/Fjord31.jpg

This is a preview of the texture style I'm going for. I'm using a mixture of the Renegade 2 textures and the textures that Mike Amerson gave me to finish up Noddingham. I will likely create some textures for the environment as well, outside of all of the textures I've designed in Mudbox. I would like to add ice to the level to give it that "spring time" feel, since the mountains are rimmed with fresh grass. As I said earlier, the "base to base" concerns are unfounded - this level is large enough that you cannot see the enemy base from your own, so it would be impossible to hit their base from your own.

Also, here's some music that I use for inspiration while working on this project: Hammock - Breathturn
Re: RA_Fjord [message #449573 is a reply to message #447913] Tue, 12 July 2011 01:50 Go to previous messageGo to next message
Mauler
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Amazing stuff, makes me wanna tinker in my mudbox! But sadly i haven't touched it yet. Anyways looks great can't wait to see the finished product.

Oh and nice new emitters/particles they look fantastic!
Re: RA_Fjord [message #449585 is a reply to message #447913] Tue, 12 July 2011 23:35 Go to previous messageGo to previous message
TNaismith
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I've been following this thread every few days or so, but the work is so good that I didn't feel the need to post. Wanted to say those textures your thinking of using for the map, or the 'texture-style', per se, would be a really phenomenal addition. I generally dislike playing competitive game modes, and I know your slating RA_Fjord to most likely be a player vs player map, but given how much work your putting into it, the details, environment, terrain, textures and the like, I'd probably play it just to check out work you've put into the map.

Anyways, those textures are a good choice. Would love to see them in-game for the map. Great work so far with the modeling, lighting, texturing, and map flow/design concept, along with everything else.


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