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Haunted House 2 - RELEASED (check page 6) [message #20430] Wed, 14 May 2003 08:05 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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I'll need at least 2 more weeks to work on it - most of it will be vis work.
Haunted House 2 - RELEASED (check page 6) [message #20480] Wed, 14 May 2003 10:56 Go to previous messageGo to next message
Ferhago is currently offline  Ferhago
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How is this an expansion of the first haunted house? Is there some hidden tunnel leading down into it or something?

And the soda machines inside the house didnt seem right. Who has a soda machine in their house let alone one in an old haunted house.

This maps theme reminds me of scooby doo. Where the people have some secret operation going and the use some kind of haunted house to scare people away from it so they arent found out
Haunted House 2 - RELEASED (check page 6) [message #20521] Wed, 14 May 2003 13:40 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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Quote:

How is this an expansion of the first haunted house? Is there some hidden tunnel leading down into it or something?


There will be paths between the old and new rooms.

Quote:

And the soda machines inside the house didnt seem right. Who has a soda machine in their house let alone one in an old haunted house


The soda machines in the main room will probably be replaced with something else.

Quote:

This maps theme reminds me of scooby doo. Where the people have some secret operation going and the use some kind of haunted house to scare people away from it so they arent found out


In the story behind the map, there is a secret facility somewhere in the mountains where the mansion is. Nod guards were stationed in the mansion area, prepared for the possability that GDI would come to search the area (and were hoping that GDI wouldn't be able to discover the actual facility). When GDI arrives, they find the place abandoned, until they go further into the mansion area and are ambushed. A second team comes in, which is more heavily armed and able to push back the Nod guards (who retreat into the facility). After some searching, GDI finds their way into the facility.

The first version of the map consists of mostly the second GDI team's entrance into the mansion area and the firefight that ensued.

The second version of the map reveals the actual facility.
Haunted House 2 - RELEASED (check page 6) [message #20557] Wed, 14 May 2003 16:19 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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I've added the cafeteria and the second bathroom (2 now for the facility, there are 4 bathrooms now total). I'll be getting some screenshots either later today or tomorrow. I got early tickets to see the matrix reloaded tonight and my time before I have to go is running out.

The next rooms after that will probably be the shower and rec room. I have at least one or two rooms to add after those.
Haunted House 2 - RELEASED (check page 6) [message #20559] Wed, 14 May 2003 16:28 Go to previous messageGo to next message
NeoX is currently offline  NeoX
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I dont no if its possible but a mirror room would be cool tik bout it
Haunted House 2 - RELEASED (check page 6) [message #20566] Wed, 14 May 2003 16:49 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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The only mirroring I could do would be a faked mirror effect by copying a chunk of the terrain and inverting it (I think conquest winter has an example of it -- some snow map I'm not sure I've got the right name). It would pose some performance issues though, as I'm already at the edge of the amount of polys I want in some of the areas on the map. The map w3d is something like 8000 polys so far (around 80-100k polys on the entire map as reported from the level editor). I can get it to run about as well as haunted house 1 with vis optimization, but adding to the possible problem with mirrors just isn't worth the small visual addition.

As far as an entire room with mirrors (ie like in one of those pay-to-get-in haunted houses) goes, I've already stated that the map isn't a funhouse style haunted house.
Haunted House 2 - RELEASED (check page 6) [message #20627] Wed, 14 May 2003 22:04 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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Sidenote for you guys: If you've reserved your tickets to the matrix reloaded, see if you can get a refund.

bleh!
Haunted House 2 - RELEASED (check page 6) [message #20634] Wed, 14 May 2003 23:02 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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Here you can see one of the 2 new bathrooms, I haven't decided whether or not to include doors for the stalls. While it would be more realistic, I wonder what problems could come from having so many doors in the map.

http://pjrp.unleashed.ws/gamemods/hauntedhouse/v2work/bathroom_1.jpg

Here you can see some of the cafeteria. I haven't added the benches yet, so I've moved foreward of where the benches would be so you can have a closer look at the equipment available to the chef. This pic is slightly outdated, as I added a couple of fridges and microwaves earlier.

http://pjrp.unleashed.ws/gamemods/hauntedhouse/v2work/cafeteria_1.jpg

If anyone's figured out how to do lightmaps like in the official maps, please tell me. While the vertex solve works somewhat well, it's hard to capture the lighting i'm looking for with the limits of the vertex solve.
Haunted House 2 - RELEASED (check page 6) [message #20656] Thu, 15 May 2003 05:56 Go to previous messageGo to next message
Ferhago is currently offline  Ferhago
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The stalls dont need doors. Why go into an area the size of a closet and have a door in. It would always be open too if someone hid in there anyway
Haunted House 2 - RELEASED (check page 6) [message #20672] Thu, 15 May 2003 10:54 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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I agree -- and shrinking the trigger zones for the doors would just mean it's easier to get stuck on/in 'em.

Well, 2 new screenshots of the cafeteria, which I guess is done (minus the lighting, which will be done after most of the modeling is complete).

http://pjrp.unleashed.ws/gamemods/hauntedhouse/v2work/cafeteria_2.jpg

http://pjrp.unleashed.ws/gamemods/hauntedhouse/v2work/cafeteria_3.jpg


Once more, if anyone knows how to do lightmaps in fan maps, I'd appreciate it.
Haunted House 2 - RELEASED (check page 6) [message #20676] Thu, 15 May 2003 11:23 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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Found Rhino's lightmap tutorial btw. Unfortunately for the complexity of haunted house 2, doing lightmaps his way would be very time consuming and extremely hard to do.

Maybe if I do another mostly-exterior map, but for an interior map like haunted house 2, there's just too much work involved - something like 25-30 total rooms (including tunnels and whatnot), most with multiple lights, that I'd not only have to do the ground lighting for, but the shadows on the walls as well. That's something like 60 different images for the lights (and I couldn't really just copy shadows here and there because of the multiple lights in the map). It would take weeks to do perfectly and would probably increase the size of the map by another meg or two - and it's already over 2 megs as it is.

It's not a huge problem though - I think I can still have the feel and cold dark lighting of the first haunted house, and maybe even better.
Haunted House 2 - RELEASED (check page 6) [message #20708] Thu, 15 May 2003 13:37 Go to previous messageGo to next message
Havocman is currently offline  Havocman
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JRPereira

Sidenote for you guys: If you've reserved your tickets to the matrix reloaded, see if you can get a refund.

bleh!


Yea it Sucked.. Hard..

Just like Star wars..

"I love you.. I love you.."
LETS HAVE A BATTLE *Gunshots, Stupid Techno Music,Camera views,explosions.
"I love you.. I love you.."
LETS HAVE A BATTLE *Gunshots, Stupid Techno Music,Camera views,explosions.
"I love you.. I love you.."
LETS HAVE A BATTLE *Gunshots, Stupid Techno Music,Camera views,explosions.

HA HAHAHAHAH WE ARE EVIL PEOPLE!!!
BATTLE *Gunshots, Stupid Techno Music,Camera views,explosions.

well you get the idea..


FUCK YOU ALL. Im Leaveing.
Haunted House 2 - RELEASED (check page 6) [message #20712] Thu, 15 May 2003 13:47 Go to previous messageGo to next message
Halo38 is currently offline  Halo38
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Havocman

JRPereira

Sidenote for you guys: If you've reserved your tickets to the matrix reloaded, see if you can get a refund.

bleh!


Yea it Sucked.. Hard..

Just like Star wars..

"I love you.. I love you.."
LETS HAVE A BATTLE *Gunshots, Stupid Techno Music,Camera views,explosions.
"I love you.. I love you.."
LETS HAVE A BATTLE *Gunshots, Stupid Techno Music,Camera views,explosions.
"I love you.. I love you.."
LETS HAVE A BATTLE *Gunshots, Stupid Techno Music,Camera views,explosions.

HA HAHAHAHAH WE ARE EVIL PEOPLE!!!
BATTLE *Gunshots, Stupid Techno Music,Camera views,explosions.

well you get the idea..


LMFAO


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Renegade projects - Halo38's Den hosted by www.laeubi.de

Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena

Mod Wars Veteran
Haunted House 2 - RELEASED (check page 6) [message #20713] Thu, 15 May 2003 13:49 Go to previous messageGo to next message
maytridy is currently offline  maytridy
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i take it that The Matrix: Reloaded wasnt any good?

Haunted House 2 - RELEASED (check page 6) [message #20739] Thu, 15 May 2003 15:02 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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A lot of the scenes droned on for what seemed like hours, some of the music selection sucked, some of the special effects/slowdowns weren't centered around much more than "here's another super slow explosion that we're moving the camera around quickly!". A couple of the scenes were just corny. Some of the jokes were retarded. The story wasn't half as good or detailed as the first one. I don't want to get into explaining the scenes that sucked or anything, as I'm sure those who (like me) were dumb enough to reserve tickets and those who can't get a refund, don't want what little there was in the film that was worth watching, to be spoiled.
Haunted House 2 - RELEASED (check page 6) [message #20747] Thu, 15 May 2003 15:18 Go to previous messageGo to next message
Ferhago is currently offline  Ferhago
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Now Im not quite certain but im getting the feeling that the new matrix movie sucked :rolleyes:
Haunted House 2 - RELEASED (check page 6) [message #20750] Thu, 15 May 2003 15:36 Go to previous messageGo to next message
maytridy is currently offline  maytridy
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Yeah, well, im gonna go see it tomorrow anyways. Razz

Haunted House 2 - RELEASED (check page 6) [message #20824] Thu, 15 May 2003 19:18 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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Tomorrow I'll most likely have some more screenshots. I've done some nice updates to the art and living rooms as well as the 2 bathrooms for the mansion area.
Haunted House 2 - RELEASED (check page 6) [message #20862] Fri, 16 May 2003 04:18 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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I've decided on the second tunnel from the facility to the mansion area. I'm going to have at least 2 more tunnels between the facility and the mansion area (including outisde). I haven't decided on the specifics though. I'm also considering taking the time to remodel some of the original tunnels - and they will likely get a new texture job as well.
Haunted House 2 - RELEASED (check page 6) [message #20974] Fri, 16 May 2003 19:50 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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Got those pics I mentioned earlier. Sorry for the delay but some of the rooms needed some work that I hadn't the time or motivation to do until now.


Here's the new living room for the mansion area.
http://pjrp.unleashed.ws/gamemods/hauntedhouse/v2work/lvingroom_1.jpg


This is the rec room for the facility.
http://pjrp.unleashed.ws/gamemods/hauntedhouse/v2work/recroom_1.jpg


The art room is still pretty much empty but at least you can get a view of the basic layout. Paintings and other displayables will come soon enough.
http://pjrp.unleashed.ws/gamemods/hauntedhouse/v2work/artroom_1empty.jpg


I agree they're all using simmilar texturing, but I think it feels appropriate to the rooms. Maybe I'll decide on some better texturing for 'em later.
Haunted House 2 - RELEASED (check page 6) [message #21041] Sat, 17 May 2003 11:54 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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Looks Great!!

Dont change a thing...Love the new wood floors!

The Textures work for me.

What was so good about version 1 that not alot of people mentioned....

it could of been all the same texture,But i really enjoy the gameplay of this map!!

They mulit access in that center room made for tons of action....then u could cruise the corridoors for hunting out an enemy.

Hope to play pt. 2 soon!
Haunted House 2 - RELEASED (check page 6) [message #21043] Sat, 17 May 2003 12:08 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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3 more screenshots for you guys:


This is that barracks style bedroom (probably not the best description for it) that I was talking about earlier - with the row of beds and storage areas at the foot of each bed. I might retexture the storage areas for wood rather than metal on the sides.
http://pjrp.unleashed.ws/gamemods/hauntedhouse/v2work/barracks.jpg


The two bedrooms in the mansion area now look like this.
http://pjrp.unleashed.ws/gamemods/hauntedhouse/v2work/newbedrooms.jpg


The two bathrooms in the mansion area now look like this.
http://pjrp.unleashed.ws/gamemods/hauntedhouse/v2work/newbathrooms.jpg


Chances are I'll be replacing more dsapo objects later - as I get time and motivation to do so. It's not on the top of my priorities except for the objects whose replacements would much better fit the map (replacing all the coffee tables for example). A lot of the objects fit very well in my opinion, and I'd only be replacing them with the best imitation I could model.
Haunted House 2 - RELEASED (check page 6) [message #21119] Sun, 18 May 2003 00:08 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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I added 9 large paintings to the art room earlier. I'll be modeling some extra objects for display later. Most likely I'll take some time with the digital camera and get photos of some game boxes I have and model them for display in the display cases. The cnc games I have will come first, and if I have time I'll do some other games as well.

I touched up nearly all of the doorways in the facility, and I have some retexturing to do in the mansion area as well. After that I'll have to figure out what to do with that odd looking tiberium research room.

I'm hoping to finish the modeling soon, hopefully within a week. Then I have to do the vis optimization and do a lot of testing. I wish I could finish the map sooner but I don't want to have to release a third version to make up for any mistakes made with this one.
Haunted House 2 - RELEASED (check page 6) [message #21158] Sun, 18 May 2003 08:25 Go to previous messageGo to next message
Havocman is currently offline  Havocman
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Thats ok.. People make mistakes.

FUCK YOU ALL. Im Leaveing.
Haunted House 2 - RELEASED (check page 6) [message #21206] Sun, 18 May 2003 18:17 Go to previous messageGo to previous message
JRPereira is currently offline  JRPereira
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I've mostly finished the second of two hidden entrances into the facility. They've come out great so far, and I'm going to be adding the third soon. I figured out for the most part what the fountain will be replaced with -- an indoor greenhouse (which is completed).

I need to add at least one more tunnel to the facility somewhere, although I haven't decided where to put it yet. I know at least though the general area in the facility where I want the tunnel to end up - somewhere around the large data processing room in the facility.


With the tunnels I'm finishing up most of the modeling for the facility. There will be a few little things (more decors for the art room, etc) but once I get the last tunnel in place and modeled, there won't be much else to do besides the vis optimization.

I"m going to be trying a few different methods of breaking up the meshes on the map for creating the vis sectors. I'll probably need a week to set up the vis optimization (unless things actually go smoothly, but I doubt it). After that I need a while to test, probably another week.
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