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Re: RA_Fjord [message #451058 is a reply to message #447913] Tue, 09 August 2011 01:14 Go to previous messageGo to next message
Spyder
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This should be released with the scripts 4.0 launch!
Re: RA_Fjord [message #451079 is a reply to message #451058] Tue, 09 August 2011 07:25 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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Colonel
mammy looks bad ass. Looks like it would be able to run right over the trees, lol.

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 #451100 is a reply to message #447913] Tue, 09 August 2011 12:15 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Someone mentioned that it looked like it needed a lot of details compared to the Renegade Mammoth Tank. I'm honestly surprised that anyone would be in favor of a model that has a basic texture on it and minimal modeling details.
Re: RA_Fjord [message #451101 is a reply to message #451100] Tue, 09 August 2011 13:05 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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Colonel
and rocket holes that are so obviously just painted circles on a texture Thumbs Up

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 #451137 is a reply to message #451100] Wed, 10 August 2011 00:02 Go to previous messageGo to next message
Starbuzz is currently offline  Starbuzz
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Details are good to have rather than just textured low poly shapes with a track or wheel attached; sadly, that's what we have for Renegade's vehicles.

buzzsigfinal
Re: RA_Fjord [message #451169 is a reply to message #447913] Wed, 10 August 2011 09:59 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I'm almost ready for a public beta test for gameplay design. I should have all the trees placed now. I want to add some more shrubs to the new trees I've added, but after that it should be good to go. I think I've found a solution to the tree problem, so I'll use trees with needles that have projectile collision to get the shadows I want. Then I'll export the level to *.mix format and delete the trees with collision, and replace them with non-projectile-collision needles.

I'm going to test this now. It's pretty much required to do this otherwise the Flame Tank and Flamethrower are going to take your frame-rate down to nearly nothing if they attack a tree. On the bright side: The trees casting dynamic shadows on soldiers and tanks looks really amazing when you're in a shadowed area.

/edit

This method works. The lighting is now correct, and the fir needles no longer have collision. The tree trunks do, but that's expected and obvious. I'm getting closer to wrapping up development on this, but I would like to get the Mammoth Tank a re-paint job before I release it. Plus, I need Scripts 4.0 to be in public beta before I can release anyhow: The camera-parallel bushes will look right when that's out. The Shrine of Nod and Advanced Communication Center will control beacon purchases with Scripts 4.0. There's some other things too, but those are the major holdbacks before Fjord is ready to go.

I'll see about a public beta test soon. Would like to get some matches going.

[Updated on: Wed, 10 August 2011 10:14]

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Re: RA_Fjord [message #451232 is a reply to message #447913] Thu, 11 August 2011 01:05 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Gentlemen, BEHOLD! Blossom tree!

http://www.3dholmes.com/images/APB/Fjord69.jpg

http://www.3dholmes.com/images/APB/Fjord70.jpg

http://www.3dholmes.com/images/APB/Fjord71.jpg

http://www.3dholmes.com/images/APB/Fjord72.jpg

It spews forth with spores, and a small amount of Tiberium gas. I animated it based off of http://www.youtube.com/watch?v=nBymjQjZCOA&feature=related at 40 seconds or so.
Re: RA_Fjord [message #451246 is a reply to message #447913] Thu, 11 August 2011 07:39 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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Colonel
Would be nice to add this to the upcoming 4.0 test.
Re: RA_Fjord [message #451269 is a reply to message #451100] Thu, 11 August 2011 12:52 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Aircraftkiller wrote on Tue, 09 August 2011 13:15

Someone mentioned that it looked like it needed a lot of details compared to the Renegade Mammoth Tank. I'm honestly surprised that anyone would be in favor of a model that has a basic texture on it and minimal modeling details.

I actually agree with the needing more details statement, the current one kind of reminds me of newer games, which have a more puttytastic look to them.


Is that the same tib tree on Renegade's level 2 or did you make a new one from scratch?


Re: RA_Fjord [message #451276 is a reply to message #447913] Thu, 11 August 2011 14:22 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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It's one of my fir trees that I mutated and animated by hand. It is not the Renegade tree, that one is much smaller and really odd looking.
Re: RA_Fjord [message #451349 is a reply to message #447913] Fri, 12 August 2011 09:15 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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i recommend to do something to the bottom of the tree.
It just doesn't fit in the tiberium field..


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: RA_Fjord [message #451351 is a reply to message #447913] Fri, 12 August 2011 09:49 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Already fixed it. That was meant as an animation example. Wink
Re: RA_Fjord [message #451384 is a reply to message #447913] Fri, 12 August 2011 13:22 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I've been toying with the ideas of expanding the elevators on the Power Plants and using the same setup on different structures. I really want to avoid having to use "ramps" if I can. They're ugly and really don't serve much of a purpose. Plus, it's easier to mine elevators than it is to mine ramps.
Re: RA_Fjord [message #451385 is a reply to message #451384] Fri, 12 August 2011 13:27 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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elevators are too laggy and glitchy though. get people walking half way through the ground = disarmable beacons

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 #451390 is a reply to message #447913] Fri, 12 August 2011 14:06 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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dont use elevators. when they lag they ruin your map. its simple as it is.

Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: RA_Fjord [message #451397 is a reply to message #447913] Fri, 12 August 2011 14:48 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I've never experienced the "laggy glitchy" elevators that people always talk about. Besides, in 4.0, the netcode is reworked somewhat. I can't imagine elevators being worse than ramps. I think the problem with elevators is the speed that they animate. The ones attached to the exterior of my structures are animated by precise keyframing and do not move quickly enough to cause you to drop through them, or have any other latency-related problems. The netcode can keep up with their position easily.

The reason I would add elevators is simply because I don't have the room on Fjord for ramps in the GDI base. I think the elevators are an elegant solution to what's otherwise going to be an ugly hack job to get the "ramps" in.
Re: RA_Fjord [message #451398 is a reply to message #451397] Fri, 12 August 2011 15:11 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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Colonel
and what's your solution to the holding one end elevator door open so that the elevator does not move, glitch? Rather easy to protect a top level beacon with that. Trust me when i say that adding elevators will do more harm than good.

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: Fri, 12 August 2011 15:16]

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Re: RA_Fjord [message #451406 is a reply to message #447913] Fri, 12 August 2011 16:20 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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The Power Plants have two elevators. They don't have doors, so there's nothing to block. They have physical blockers below them that move as they move, so there's an invisible box that prevents you from sitting underneath it so that it won't come down again.

I imagine that having at least two elevators per structure is the only way to prevent people from being dicks by keeping you from getting on top of the buildings.

[Updated on: Fri, 12 August 2011 16:21]

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Re: RA_Fjord [message #451416 is a reply to message #451406] Fri, 12 August 2011 17:49 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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sorry, but i disagree with the elevator decision completely. You get 2 sbhs with nukes on the top of a structure and it's literally impossible for that building to be kept alive.

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 #451423 is a reply to message #447913] Fri, 12 August 2011 19:08 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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It's not really a decision that I've opened to debate. Wink I fully plan to use external elevators. They are the only way to make a flying level work for the GDI base. I would have to change the whole layout to get it to work correctly with "ramps", and you're looking at worst-case scenarios.

I could easily add a third elevator to some structures like the Construction Yard, but I doubt highly that anyone will have the coordination required to prevent you from getting on top of them. I can always make the upper activation zone only encompass an area directly in front of the elevator, so SBH can't simply camp it without being in a spot where you could fire at them if the elevator isn't moving.

This is what gameplay tests are for. We'll look at it and see how it works.
Re: RA_Fjord [message #451531 is a reply to message #447913] Sat, 13 August 2011 23:03 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Aside from bug fixes and some extra details like the elevators and some ramps, this is pretty much ready for release. It needs game-play testing before that, but I'm glad to be getting near completion on this project.

I've taken the liberty of allowing the Ore Refinery to become infested with Tiberium. I figured there needed to be some good reason why the structures are empty - this would be it.

http://www.3dholmes.com/images/APB/Fjord73.jpg

There's a few more niggling problems that I'm running into, such as the gun turret spawners causing a crash to desktop. Otherwise I should have a public game-play test up and running within a week if I'm not being kept busy with family and job hunting.

Also, the blossom tree was split into two parts and now the blossom portion seems to be completely lit at all times. I'll have to check that and see why it's bugging out.
Re: RA_Fjord [message #451534 is a reply to message #451531] Sun, 14 August 2011 00:07 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Well plus they don't harvest ore anymore, so that's another reason why it'd be empty, may I suggest that the green on the concrete is a bit less extreme, maybe let a bit more of the concrete show though, it looks too bright to me as is. Besides that I like the way it looks quite a lot.

Re: RA_Fjord [message #451549 is a reply to message #447913] Sun, 14 August 2011 04:38 Go to previous messageGo to next message
kamuixmod is currently offline  kamuixmod
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about the gun turret, check its modelname and post it in here

http://img46.imageshack.us/img46/5836/kmauixsignature.png
Re: RA_Fjord [message #451586 is a reply to message #451549] Sun, 14 August 2011 12:39 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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What script do you have on the gun turret? And depending on how complex the blossom tree is, you might have to start regenerating lighting every time you open the map Sad

Re: RA_Fjord [message #451600 is a reply to message #447913] Sun, 14 August 2011 14:57 Go to previous messageGo to previous message
renalpha is currently offline  renalpha
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for the ore refinary. add destroyed glass detail. make a character able to walk through the window. That would make it feel old. Kids shatter glass works of abandoned buildings so add it there too. Makes it look realistic

Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

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