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Re: Release - C&C_Hourglass_Flying_BETA [message #366599 is a reply to message #366180] Thu, 08 January 2009 20:53 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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lol you need to do this culling system and generate vis points.

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Release - C&C_Hourglass_Flying_BETA [message #366600 is a reply to message #366180] Thu, 08 January 2009 21:02 Go to previous messageGo to next message
dr3w2 is currently offline  dr3w2
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I attempted to load it however my renegade would crash on map load which is odd. Scripts 3.4.4 with a modified shaders.dll but the stuff i have modified shouldn't make a difference on this Sad

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Re: Release - C&C_Hourglass_Flying_BETA [message #366602 is a reply to message #366600] Thu, 08 January 2009 21:40 Go to previous messageGo to next message
Mauler
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Might be a good idea to implement a VIS system on that map (considering you have flying units enabled), Would likely help most players combat lag/vis issues. The black areas might be due to the alpha blending not set up properly? (i.e VAlpha enabled on mesh).

[Updated on: Thu, 08 January 2009 21:45]

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Re: Release - C&C_Hourglass_Flying_BETA [message #366603 is a reply to message #366180] Thu, 08 January 2009 21:57 Go to previous messageGo to next message
cmatt42 is currently offline  cmatt42
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The big rock outside of GDI's rear entrance next to the Barracks has no collision.
Some ground is visible in the Air Strip's tower floor.


[Updated on: Thu, 08 January 2009 21:59]

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Re: Release - C&C_Hourglass_Flying_BETA [message #366606 is a reply to message #366180] Thu, 08 January 2009 22:25 Go to previous messageGo to next message
Fabian is currently offline  Fabian
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Colonel
u6795 - I'd be willing to bet that if you had a vanilla data folder those texture problems would go away. Since almost no textures are from the original game, and some of those come through just fine, it's the only solution I can think of. Is there a grass.tga in your data folder?

Updated known bugs:

-AGT gun placement, some parts of AGT don't register as part of building
-HON/STRIP hut windows do not shatter correctly
-Tunnels need vehicle blockers, including tunnel hole entrance where Orcas can get stuck.
-End-game beacon zones not defined
-Infantry kill zones needed on rooftops to prevent cheap beaconing (no ramps!)
-Boulder near GDI Barracks missing collision settings
-In the middle tunnel (under the hill), the east exit that leads out to the dirt path is textured incorrectly.
-Build Dynamic Culling System needs to be run to squeeze some extra performance (VIS sectors will most likely not be done)





[Updated on: Thu, 08 January 2009 22:34]

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Re: Release - C&C_Hourglass_Flying_BETA [message #366615 is a reply to message #366180] Fri, 09 January 2009 01:33 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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You really should do what genblacky said and build the vis system.

If a pc like the one chuck norris has suffers from severe framedrops then there is something wrong.

Since you have a lot of small details like the grass in GDI's base it is important you should render visibility.
Re: Release - C&C_Hourglass_Flying_BETA [message #366616 is a reply to message #366180] Fri, 09 January 2009 01:49 Go to previous messageGo to next message
Spyder
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Is it me, or are those hills smaller than the original ones? Dont Get It
Re: Release - C&C_Hourglass_Flying_BETA [message #366638 is a reply to message #366569] Fri, 09 January 2009 08:55 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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mjfabian wrote on Thu, 08 January 2009 18:19

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



Oh yeah its a small map, on big maps the terrein wouldnt have a good Resolution right ?
Re: Release - C&C_Hourglass_Flying_BETA [message #366639 is a reply to message #366638] Fri, 09 January 2009 09:18 Go to previous messageGo to next message
Fabian is currently offline  Fabian
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I don't know what you mean by resolution in that context.

As for FPS drops:
I have still not decided whether I'm going to go through with VIS. All the VIS in the world won't save you if you simply have an old shitty graphics card. There's just way more to calculate compared to old Westwood maps. Given the AA and AF settings Chuck Norris has, I would not say that something is "wrong" with the fps rate.

I didn't ever build the dynamic culling system in LevelEdit. If that gives enough of a performance boost, I won't bother with VIS. Someone with a Pentium III and GeForce 6400 who is complaining about their 20 fps will not get much sympathy from me.

-edit- LevelEdit crashes when I try to do VIS, even with visual themes disabled.

[Updated on: Fri, 09 January 2009 09:47]

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Re: Release - C&C_Hourglass_Flying_BETA [message #366640 is a reply to message #366180] Fri, 09 January 2009 09:31 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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why is it 56 mb? (or w/e it is)
Re: Release - C&C_Hourglass_Flying_BETA [message #366641 is a reply to message #366640] Fri, 09 January 2009 09:33 Go to previous messageGo to next message
Fabian is currently offline  Fabian
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Because there are tons of brand new textures instead of stock Westwood ones. The final version will have all .dds textures, so the download size (and maybe performance) will be better.
Re: Release - C&C_Hourglass_Flying_BETA [message #366643 is a reply to message #366180] Fri, 09 January 2009 09:38 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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oky Big Ups
Re: Release - C&C_Hourglass_Flying_BETA [message #366659 is a reply to message #366180] Fri, 09 January 2009 11:35 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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If there is no Vis data then that explains Chuck Norris' problems, as he is rendering loads of things at high detail, then overwriting them. Do at least generate vis for the final map, because otherwise older PCs will actually collapse.


Renguard is a wonderful initiative
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Re: Release - C&C_Hourglass_Flying_BETA [message #366666 is a reply to message #366659] Fri, 09 January 2009 12:39 Go to previous messageGo to next message
cmatt42 is currently offline  cmatt42
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CarrierII wrote on Fri, 09 January 2009 12:35

If there is no Vis data then that explains Chuck Norris' problems, as he is rendering loads of things at high detail, then overwriting them. Do at least generate vis for the final map, because otherwise older PCs will actually collapse.


This. To the people who are like "add vis, do it now", it can take several hours to generate vis. Just wait until the map has all the bugs worked out and is ready to go before complaining.


[Updated on: Fri, 09 January 2009 12:39]

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Re: Release - C&C_Hourglass_Flying_BETA [message #366672 is a reply to message #366180] Fri, 09 January 2009 13:43 Go to previous messageGo to next message
slosha is currently offline  slosha
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the power beems on the side of the obelisk don't appear to work.. they are just grey instead of having the red & graphic beam running through it

The road I cruise is a bitch now, baby.
Re: Release - C&C_Hourglass_Flying_BETA [message #366673 is a reply to message #366180] Fri, 09 January 2009 13:44 Go to previous messageGo to next message
Fabian is currently offline  Fabian
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^ I'm pretty sure the official MP maps are all like this.

Can people who posted their fps please edit their posts to include their computer specs if you haven't already? I encourage other people to test it out as well. Wait until you've been running around for more than a minute (all the textures should be loaded) and tell me your avg fps (and comp specs!). I've decided I am going to try and do VIS sectors and I need more info.

[Updated on: Fri, 09 January 2009 13:45]

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Re: Release - C&C_Hourglass_Flying_BETA [message #366697 is a reply to message #366673] Fri, 09 January 2009 15:38 Go to previous messageGo to next message
LR01 is currently offline  LR01
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FPS is normally 60, 30 when I look to the middle from a base, and I get a temporally drop mostly when I turn around

Intel Core2 Quad
Q6600 @ 2.40GHZ
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Moding can be real Fun...
Re: Release - C&C_Hourglass_Flying_BETA [message #366703 is a reply to message #366180] Fri, 09 January 2009 16:05 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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Hey i just saw your "Seamless Terrain Unwrapping" Tutorial on APB Forums. Thats what i always searched for, you saved me a lot of Time, your Tutorial is damn awesome. Vielen Dank! Big Ups Big Ups Big Ups
Re: Release - C&C_Hourglass_Flying_BETA [message #366710 is a reply to message #366180] Fri, 09 January 2009 16:28 Go to previous messageGo to next message
Mauler
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Only speculating on the cause of the framrate issues which might be caused by the amount of poly's and/or textures used (I was told the engine can handle high poly's but isn't so good in processing high amounts of textures?

Here is a quote from the vis tutorial created by YSLmuffins some time ago..
Quote:

Now, setting up VIS properly can be time consuming, and most smaller maps should do fine without it, says Greg Hjelstrom, lead programmer for Renegade. On bigger, higher poly maps, though, VIS is a must—and if there are parts of your map where the FPS drops dramatically, you'll want to seriously consider setting up VIS for your map. Besides, all of WW's maps have a VIS system in place!

Considering you have a massive amount "grass" meshes and such this might be a cause?. Like i said i'm only speculating on what might be causing it. Someone else might have a different opinion.

Also suggest reading up YSLmuffins tutorial on VIS on Renhelp.net for more info on the subject.
Re: Release - C&C_Hourglass_Flying_BETA [message #366729 is a reply to message #366180] Fri, 09 January 2009 21:50 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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auto gen vis at 1 meter per vis point that's always fun to wait for like 2 - 3 hours depending on map size.

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Release - C&C_Hourglass_Flying_BETA [message #366737 is a reply to message #366600] Sat, 10 January 2009 00:03 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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andr3w282 wrote on Thu, 08 January 2009 23:02

I attempted to load it however my renegade would crash on map load which is odd. Scripts 3.4.4 with a modified shaders.dll but the stuff i have modified shouldn't make a difference on this Sad


Same thing here (crash) im using the shaders for the deathlink hud. When it crashes it loads the map and I hear "unit rea..." So its crashing when the harvester is being made.

I happen to look inside the .mix to see why it was soo big... When you export from LE, make sure you compress textures, this will be a big boost in frames for those having problems.

Edit: I see that you are going to compress.. good idea, and happy to see VIS being generated, Ive done it for all of my mid to large maps, small maps dont really need it like a DM map... anything else should use it...VIS work is always a pleasure Big Grin

Since renegade doesnt use bot's, you can save time and create a box only in the pathfind area for harvesters, and dante had said awhile ago to fly atleast 300m below the map and VIS generates faster, I notice a great improvement in time with this method.

the best way is to let it chug on another computer, a flying map takes a good 24 hours on my old desktop, Im guessing with your specs it should take around 12?

Make sure you find out why its crashing with scripts 3.44 too.


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

[Updated on: Sat, 10 January 2009 00:24]

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Re: Release - C&C_Hourglass_Flying_BETA [message #366744 is a reply to message #366666] Sat, 10 January 2009 02:13 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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cmatt42 wrote on Fri, 09 January 2009 19:39

CarrierII wrote on Fri, 09 January 2009 12:35

If there is no Vis data then that explains Chuck Norris' problems, as he is rendering loads of things at high detail, then overwriting them. Do at least generate vis for the final map, because otherwise older PCs will actually collapse.


This. To the people who are like "add vis, do it now", it can take several hours to generate vis. Just wait until the map has all the bugs worked out and is ready to go before complaining.


I am aware it takes a long time to generate, but I did say "at least for the final map".

Awesome map, but some important bugs that hand quite an advantage to Nod:

First, the air tower is not targetable with a med, only the actual strip! This is a bit unfair, but worse is to come...
index.php?t=getfile&id=9030&private=0

I then tried to use C4 on the strip MCT, assuming that the scripts were in place to destroy it. They weren't.
index.php?t=getfile&id=9031&private=0
That strip should be dead, as I used my hotwire's two timeds and a remote, it has taken no damage!

As for the FPS issues, I get a steady 45+ when playing by myself, and 60 in the tunnels. I have AA turned off as I notice no real quality improvement, and it just slows down. Sad


Renguard is a wonderful initiative
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[Updated on: Sat, 10 January 2009 02:35]

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Re: Release - C&C_Hourglass_Flying_BETA [message #366752 is a reply to message #366180] Sat, 10 January 2009 04:00 Go to previous messageGo to next message
Di3HardNL is currently offline  Di3HardNL
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It looks nice man. Good luck fixing the bugs Smile
And by the way, do you know now how to change the texture when the building is destroyed?


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Re: Release - C&C_Hourglass_Flying_BETA [message #366870 is a reply to message #366180] Sat, 10 January 2009 22:19 Go to previous messageGo to next message
Fabian is currently offline  Fabian
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www.wpi.edu/~mjfabian/C&C_Hourglass_Flying_0.89.zip

Can people please tell if their framerate is any better on this? Some areas of the map have their collision screwed up, and there are many VIS errors, I'm sure. I just want to see how much of an improvement a VIS system and dds textures will give.
Re: Release - C&C_Hourglass_Flying_BETA [message #366939 is a reply to message #366870] Sun, 11 January 2009 10:34 Go to previous messageGo to previous message
DarkKnight is currently offline  DarkKnight
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Very very nice work. Never thought Ren would look so nice.

* No floor under the tunnel
* Missing some textures depending on which way you look around.
* Fall threw the map several places
* Can fly outside the map

I'll host it on Renbattle.net if thats ok. (new maps server)


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[Updated on: Sun, 11 January 2009 11:15]

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