Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Release Forum » [Map] - C&C_Hourglass_Flying_BETA
[Map] - C&C_Hourglass_Flying_BETA [message #366180] Tue, 06 January 2009 12:43 Go to next message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
SEE BELOW FOR DOWNLOAD LINK

I'm doing a remake of C&C_Hourglass where flying vehicles will be allowed. The map features all new terrain geometry, textures and props. Nothing has been recycled from the original.

Pics: http://www.apathbeyond.com/forum/index.php?showtopic=18629&hl=C&st=0

Make sure to look at the bottom for the most recent pics.

However, I noticed that the buildings do not appear darkened when they are destroyed. The interiors look fine, but it's hard to tell that a building is destroyed from the outside. I also noticed that most fan maps suffer from this, yet I know neosaber made fully destroyable buildings (I cannot find the download for this).

Can someone point me in the right direction?

[Updated on: Tue, 13 January 2009 11:47] by Moderator

Report message to a moderator

Re: Making buildings appear destroyed from the outside [message #366188 is a reply to message #366180] Tue, 06 January 2009 13:08 Go to previous messageGo to next message
Di3HardNL is currently offline  Di3HardNL
Messages: 1273
Registered: December 2006
Location: Netherlands
Karma: 0
General (1 Star)
I also want to know this! Anyone knows how to do this?

Nice work on your Hourglass map by the way!


http://i236.photobucket.com/albums/ff5/Di3HardNL/Di3Logo-1.jpg

Visit My website to download all kind of models for Renegade! Also learn how to create your own stuff with my tutorials!
www.renegademodels.tk

Check out my video's on my Youtube profile!
http://www.youtube.com/user/Di3HardNL

[Updated on: Tue, 06 January 2009 13:10]

Report message to a moderator

Re: Making buildings appear destroyed from the outside [message #366190 is a reply to message #366188] Tue, 06 January 2009 13:15 Go to previous messageGo to next message
YazooGang is currently offline  YazooGang
Messages: 742
Registered: August 2008
Location: US
Karma: 0
Colonel
No link? I actualy found it: http://www.apathbeyond.com/forum/index.php?showtopic=18629&hl=C&st=0



Anyways, good job, keep it coming man, its gonna be good. And, the first 2-3 pics, what program is that that your using to make the terrain? Is it something special? lol

Edit: link was to YouTube - Adanali :S

[Updated on: Tue, 06 January 2009 13:15]

Report message to a moderator

Re: Making buildings appear destroyed from the outside [message #366193 is a reply to message #366180] Tue, 06 January 2009 13:29 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
Messages: 3069
Registered: August 2007
Karma: 0
General (3 Stars)
Permabanned for trying and failing DDoS
I have another Idea, Attach a Script to the Building Controller (JFW_Death_Send_Custom), then Create a Daves Arrow attach a Script to the Arrow (On Custom Create Object) and fill in a bew W3D for the new Destroyed Building Model Very Happy Building woudnd turn black but you can create some more flames etc Very Happy
Re: Making buildings appear destroyed from the outside [message #366203 is a reply to message #366190] Tue, 06 January 2009 14:02 Go to previous messageGo to next message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
YazooGang wrote on Tue, 06 January 2009 15:15

And, the first 2-3 pics, what program is that that your using to make the terrain? Is it something special?


3Ds Max 8 W3D Modeling Edition.

So maybe I can make it that on destruction I put a huge and obvious flame and smoke emitter? I also have some new smoke for the powerplants/wf and a green smoke emitters for the refineries but don't know how to hide them when they are destroyed. Would this be done the same way?
Re: Making buildings appear destroyed from the outside [message #366205 is a reply to message #366180] Tue, 06 January 2009 14:11 Go to previous messageGo to next message
Di3HardNL is currently offline  Di3HardNL
Messages: 1273
Registered: December 2006
Location: Netherlands
Karma: 0
General (1 Star)
Fabian I am sorry if I go off topic here, but do you know how to paint on meshes so you can see the texture immidiately? like on this video

http://www.youtube.com/watch?v=PrIQdcT4CCE&feature=channel_page

Thanks in advance


http://i236.photobucket.com/albums/ff5/Di3HardNL/Di3Logo-1.jpg

Visit My website to download all kind of models for Renegade! Also learn how to create your own stuff with my tutorials!
www.renegademodels.tk

Check out my video's on my Youtube profile!
http://www.youtube.com/user/Di3HardNL
Re: Making buildings appear destroyed from the outside [message #366210 is a reply to message #366180] Tue, 06 January 2009 14:27 Go to previous messageGo to next message
Spyder
Messages: 1070
Registered: March 2006
Karma: 0
General (1 Star)
If that thing is released, and we get it to work with Renegade...

OMFG WE'RE SAVED!
Re: Making buildings appear destroyed from the outside [message #366211 is a reply to message #366205] Tue, 06 January 2009 14:30 Go to previous messageGo to next message
YazooGang is currently offline  YazooGang
Messages: 742
Registered: August 2008
Location: US
Karma: 0
Colonel
Di3HardNL wrote on Tue, 06 January 2009 16:11

Fabian I am sorry if I go off topic here, but do you know how to paint on meshes so you can see the texture immidiately? like on this video

http://www.youtube.com/watch?v=PrIQdcT4CCE&feature=channel_page

Thanks in advance

Where can i get that tool?
Re: Making buildings appear destroyed from the outside [message #366213 is a reply to message #366211] Tue, 06 January 2009 15:05 Go to previous messageGo to next message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
The guy working on it has not finished it. It may work with Renegade with some tinkering but it would not be efficient, as it uses alpha masks to specify where to put what texture. Renegade is not designed to render what this will make efficiently. It has enough problems rendering simple vertex blended textures at a decent rate.

Di3HardNL you should be sorry! Tell Me Stop derailing!

[Updated on: Tue, 06 January 2009 15:06]

Report message to a moderator

Re: Release - C&C_Hourglass_Flying_BETA [message #366537 is a reply to message #366180] Thu, 08 January 2009 15:23 Go to previous messageGo to next message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
Known bugs:

-Hand of Nod and Airstrip hut windows do not break correctly.
-AGT has certain meshes that do not register as part of the building, and the building controller needs to be lowered to lower the 4 machine guns.

Please report bugs, screenshots or general comments!
index.php?t=getfile&id=9025&private=0
www.wpi.edu/~mjfabian/C&C_Hourglass_Flying_BETA.zip


[Updated on: Thu, 08 January 2009 15:32]

Report message to a moderator

Re: Release - C&C_Hourglass_Flying_BETA [message #366538 is a reply to message #366537] Thu, 08 January 2009 15:39 Go to previous messageGo to next message
BlueThen is currently offline  BlueThen
Messages: 2402
Registered: February 2006
Karma: 0
General (2 Stars)
pretty cool, extremely laggy however.
Re: Release - C&C_Hourglass_Flying_BETA [message #366541 is a reply to message #366180] Thu, 08 January 2009 15:50 Go to previous messageGo to next message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
Make sure you've waited for all the textures to load. I'm assuming by lag you mean a low framerate. On my computer I get a solid 60 fps. It performed fairly well on a crappy pc as well. Huh
Re: Release - C&C_Hourglass_Flying_BETA [message #366542 is a reply to message #366180] Thu, 08 January 2009 16:02 Go to previous messageGo to next message
u6795 is currently offline  u6795
Messages: 1261
Registered: March 2006
Location: Maryland
Karma: 0
General (1 Star)
It runs alright on my computer but there seems to be a noticeable amount of missing textures. Nothing too bad though.

Also, I see you like Tiberium crystals. Very sexy.


yeah
Re: Release - C&C_Hourglass_Flying_BETA [message #366544 is a reply to message #366180] Thu, 08 January 2009 16:06 Go to previous messageGo to next message
Chuck Norris is currently offline  Chuck Norris
Messages: 312
Registered: July 2007
Karma: 0
Recruit
I'll further the point of heavy performance. I was surprised to start this map up and be greeted by a frame rate in the thirties. I usually get a solid and constant 100FPS (and if I disable v-sync, it's closer to 200FPS, usually more even). That's the difference between most maps and this one.

However, I do play with these options.

Resolution: 1600x1200
Anisotropic Filtering: 16x
Anti-aliasing: 8x (although I see no difference between it and 4x)
Anti-aliasing Transparency: enabled (Supersampling)
Shaders: enabled

Note too that I do strive for a constant 100FPS. I do see the difference between 60FPS and 100FPS, and in Renegade, I'm so used to the latter that less feels laggy, especially in the thirties.

Still, these settings work for most other maps, and my hardware is pretty good.

CPU: Core 2 Duo E8400 @ 4.05GHz
GPU: nVidia GeForce 8800GT OC
RAM: 4GB

I had to disable the Anti-aliasing transparency (although alot of foilage is known to lag with it set to Supersampling), turn down Anisotropic Filtering from 16x to 4x, turn down Anti-aliasing from 8x to 2x, and still didn't get my usual, but it didn't go much below 60FPS then.

Also, I want to note that it's worse in GDI's base than it is in Nod's.

I know I play with higher settings than most, but my hardware is severly overkill for the game. Most people with less will have to tone down the settings much more.

As for bugs, I sort of found one. An Orca is able to get stuck here. Yes, I know vehicles aren't supposed to go in there.



Besides these things, it's a great map. I like the rocket pods on top of the Advanced Guard Tower.
  • Attachment: OrcaStuck.jpg
    (Size: 708.00KB, Downloaded 737 times)


When the Boogeyman goes to sleep every night, he checks his closet for Chuck Norris.

Chuck Norris is the reason why Waldo is hiding.

When Chuck Norris does a pushup, he isn’t lifting himself up, he’s pushing the Earth down.

Chuck Norris can slam a revolving door.
Re: Release - C&C_Hourglass_Flying_BETA [message #366550 is a reply to message #366180] Thu, 08 January 2009 16:32 Go to previous messageGo to next message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
u67951, what textures are missing?

Chuck Norris, I play in 1900x1200 with the same specs and I rarely drop below 50. From the info you posted we have fairly similar computers. Most of the time it stays at the 60 fps cap. I'm expecting a drop in framerate, as this map is a lot more complicated than stock MP maps. You may need to drop that AA to 2x or something.

Known Issues as of now:

-AGT gun placement
-HON/STRIP hut windows
-Tunnels need vehicle blockers
-End-game beacon zone not defined
-Infantry kill zones needed on rooftops to prevent cheap beaconing (no building ramps!)

[Updated on: Thu, 08 January 2009 16:44]

Report message to a moderator

Re: Release - C&C_Hourglass_Flying_BETA [message #366552 is a reply to message #366550] Thu, 08 January 2009 16:44 Go to previous messageGo to next message
BlueThen is currently offline  BlueThen
Messages: 2402
Registered: February 2006
Karma: 0
General (2 Stars)
Whenever I'd look around, mostly towards the middle of the map, my fps would go down to around 4 or 3. I've been playing it for about 5 or so minutes, exploring, my fps remained the same way though.
Re: Release - C&C_Hourglass_Flying_BETA [message #366553 is a reply to message #366180] Thu, 08 January 2009 16:45 Go to previous messageGo to next message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
BlueThen what are your specs? Are you using an old computer?
Re: Release - C&C_Hourglass_Flying_BETA [message #366554 is a reply to message #366180] Thu, 08 January 2009 16:48 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
Messages: 3069
Registered: August 2007
Karma: 0
General (3 Stars)
Permabanned for trying and failing DDoS
me at 75 FPS, did you use the normall UVW Map way to texture your map or did you use a "brush" or something like that ?

[Updated on: Thu, 08 January 2009 16:52]

Report message to a moderator

Re: Release - C&C_Hourglass_Flying_BETA [message #366555 is a reply to message #366550] Thu, 08 January 2009 16:50 Go to previous messageGo to next message
u6795 is currently offline  u6795
Messages: 1261
Registered: March 2006
Location: Maryland
Karma: 0
General (1 Star)
mjfabian wrote on Thu, 08 January 2009 18:32

u67951, what textures are missing?


Seems to be some sort of view distance error now that I look at it again. Here's some screenshots to show you what I mean.

http://i56.photobucket.com/albums/g179/u6795/Game2009-01-0818-41-26-64.jpg

And then, when I move, the no-texture area shifts-
http://i56.photobucket.com/albums/g179/u6795/Game2009-01-0818-41-32-12.jpg

I don't know much about Renegade's coding, but this just seems to be a sort of draw distance thing. Probably my problem.


yeah
Re: Release - C&C_Hourglass_Flying_BETA [message #366569 is a reply to message #366554] Thu, 08 January 2009 17:19 Go to previous messageGo to next message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
mǻdrãçķz wrote on Thu, 08 January 2009 18:48

me at 75 FPS, did you use the normall UVW Map way to texture your map or did you use a "brush" or something like that ?


I just unwrapped the terrain properly. Instead of just giving it a quick box unwrap or something, I unwrapped it as if it were a tank or character.

Do other people see what u6795 see? All that black should be grass... Eh
Re: Release - C&C_Hourglass_Flying_BETA [message #366585 is a reply to message #366180] Thu, 08 January 2009 18:45 Go to previous messageGo to next message
samous is currently offline  samous
Messages: 616
Registered: August 2008
Karma: 0
Colonel
i think he was pointinjg out:


index.php?t=getfile&id=9028&private=0
index.php?t=getfile&id=9029&private=0
before/after pics.

=samous

(i tend to have that problem 2, if i try to look at something far away, but usaully farther than that...
  • Attachment: part1.bmp
    (Size: 59.05KB, Downloaded 659 times)
  • Attachment: part2.bmp
    (Size: 274.66KB, Downloaded 676 times)


Samous Ind. modding group website:
http://samous.webs.com/img/Capture.PNG

and Facebook Page: here
Re: Release - C&C_Hourglass_Flying_BETA [message #366587 is a reply to message #366585] Thu, 08 January 2009 18:52 Go to previous messageGo to next message
u6795 is currently offline  u6795
Messages: 1261
Registered: March 2006
Location: Maryland
Karma: 0
General (1 Star)
samous wrote on Thu, 08 January 2009 20:45

i think he was pointinjg out:


index.php?t=getfile&id=9028&private=0
index.php?t=getfile&id=9029&private=0
before/after pics.

=samous

(i tend to have that problem 2, if i try to look at something far away, but usaully farther than that...

Yes, but the black terrain is a problem as well. Honestly I didn't even notice it until Fabian pointed it out.


yeah
Re: Release - C&C_Hourglass_Flying_BETA [message #366588 is a reply to message #366180] Thu, 08 January 2009 19:11 Go to previous messageGo to next message
ArtyWh0re is currently offline  ArtyWh0re
Messages: 665
Registered: June 2008
Location: Hand of Nod
Karma: 0
Colonel
I really like this map, its very well made with alot of detail.
I notice an FPS drop but the map is still playable for me.

Only thing im not to keen about is the tunnel that leads to
the back of the GDI base and into the Power Plant making
it vunulrable.
I havnt seached enough but im guessing there is a tunnel to
Nod's Power Plant aswell. This wouldbe good on other maps but
for a map like this it kind of changes the kind of gameplay
involved in the map.
In my opinion Hourgalss is named Horugalss because the game is
more likely to end with the time limit than 1 base being destroyed.


Check out my C&C Renegade videos!
http://www.youtube.com/user/Shodan234
Re: Release - C&C_Hourglass_Flying_BETA [message #366589 is a reply to message #366180] Thu, 08 January 2009 19:11 Go to previous messageGo to next message
slosha is currently offline  slosha
Messages: 1540
Registered: September 2008
Location: North Dakota FTW
Karma: 0
General (1 Star)
very nice.. releasing a beta was a great move.. ill post any bugs i find

The road I cruise is a bitch now, baby.
Re: Release - C&C_Hourglass_Flying_BETA [message #366597 is a reply to message #366180] Thu, 08 January 2009 20:27 Go to previous messageGo to previous message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
There are tunnels going to both base power plants. The vulnerable buildings (not protected by heavy defenses) are the HoN and the WF, which I consider of equal value to their respective teams.

Does ANYONE see grass and dirt instead of dirt and black?

P.S. Hourglass is named hourglass because it is shaped like an hourglass, not because of the timing of rounds. I thought everyone knew this...

[Updated on: Thu, 08 January 2009 20:28]

Report message to a moderator

Previous Topic: Orginizing this thread.
Next Topic: [Skin]Black/White Hotwire
Goto Forum:
  


Current Time: Tue May 14 11:31:31 MST 2024

Total time taken to generate the page: 0.01241 seconds