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Generalcamo's mapping thread [message #439363] Fri, 12 November 2010 22:19 Go to next message
Generalcamo is currently offline  Generalcamo
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Colonel
I really don't know if this is the right thread, but let's continue.

I have been mapping for APB for a while, until the release date was, well, released, so I took up mapping for renegade.

I don't do RenX or 3DS. I mainly hieghtfield or hack into existing maps i.e improving them, fixing bugs, etc.. (If anyone can show me how to do RenX, then I will do it)

Anyway, first up. My current plans.

Hourglass_Flying2
This map was originally created by Fabian of the APB team for renegade. It featured enhanced graphics and gameplay (Map wise), and looked much better. Now to enhance the units.

The main problem is flying units. EA decided that flying units should be different. They made them vulnerable to RAMJETS, paper plates to BULLETS, and basicly they were flying cardboard.
My plan is to make them more CnC then what EA did. Here are some changes:

  • Orcas amd apaches no longer vulnerable to ramjets and bullets
  • Orcas and apaches are now more vulnerable to SAM sites and a new Secondary fire for Rocket launchers
  • Instead of instant kill, you now cannot exit above the buildings
  • Add destroyed Gap Generator and destroyed Red Alert objects from the war 50 years ago


So, thats the first plan. If you have any concerns, or suggestions, or CONSTRUCTIVE CRITISISM (Not "LOL THE MAPS IS BAD") please post.
Re: Generalcamo's mapping thread [message #439364 is a reply to message #439363] Fri, 12 November 2010 22:29 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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Colonel
Does the secondary rocket launcher fire act like a heat seeker to flying vehicles? That'd be pretty cool if edited right imo.

It sounds pretty cool and all, but i doubt anyone will add it to their server....for obvious reasons (player count).
Renegade just isn't what it used to be anymore.

Good luck though.


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: Generalcamo's mapping thread [message #439376 is a reply to message #439363] Sat, 13 November 2010 04:19 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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Colonel
Hopefully I can get st0rm.net to add it, they still have a decent player count. (I think another thing is the radar mode over there is team only so overhead radar and building bars ARE Allowed)

Re: Generalcamo's mapping thread [message #439398 is a reply to message #439363] Sat, 13 November 2010 09:53 Go to previous messageGo to next message
trooprm02 is currently offline  trooprm02
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I'd refer you to TT instead (to help them fix the default maps instead of bothering with fanmaps nobody plays). On a second note, ramjets were DESIGNED to do such damage to light armored vehicles like orca/buggies/etc so nothing to fix there....

Re: Generalcamo's mapping thread [message #439406 is a reply to message #439363] Sat, 13 November 2010 10:21 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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Colonel
Well, I might just remove Ramjets out right and just make havoc a commando from single player, with a sniper rifle and a grenade launcher to make it more CnC like.

I got thegrenade launcher figured out

It's a better launcher, with two weapons

Primary fire is a fast, long range anti infantry grenade

Secondary fire is the same, but is slower, heavier, but anti vehicle.
Re: Generalcamo's mapping thread [message #439409 is a reply to message #439363] Sat, 13 November 2010 10:29 Go to previous messageGo to next message
Altzan is currently offline  Altzan
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If you need to do any basic modeling, say in gmax/Renx, these picture tutorials got me started, and might help you with some basic stuff. This is the only helpful thing I can provide, since LevelEdit isn't very friendly with me; you probably know more about it than I do.

Hope this helps somewhat, and good luck with the map.


I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire

[Updated on: Sat, 13 November 2010 10:30]

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Re: Generalcamo's mapping thread [message #439426 is a reply to message #439398] Sat, 13 November 2010 13:13 Go to previous messageGo to next message
reborn is currently offline  reborn
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trooprm02 wrote on Sat, 13 November 2010 11:53

I'd refer you to TT instead (to help them fix the default maps instead of bothering with fanmaps nobody plays). On a second note, ramjets were DESIGNED to do such damage to light armored vehicles like orca/buggies/etc so nothing to fix there....


It was a last minute quick "fix", due to time constraints and thetracyt they couldn't get the rockets to home properly. Rockets where supposed to be the scissors to the VTOL paper, they just ran out of time.



[Updated on: Sat, 13 November 2010 13:15]

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Re: Generalcamo's mapping thread [message #439446 is a reply to message #439426] Sat, 13 November 2010 18:32 Go to previous messageGo to next message
trooprm02 is currently offline  trooprm02
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reborn wrote on Sat, 13 November 2010 14:13

trooprm02 wrote on Sat, 13 November 2010 11:53

I'd refer you to TT instead (to help them fix the default maps instead of bothering with fanmaps nobody plays). On a second note, ramjets were DESIGNED to do such damage to light armored vehicles like orca/buggies/etc so nothing to fix there....


It was a last minute quick "fix", due to time constraints and thetracyt they couldn't get the rockets to home properly. Rockets where supposed to be the scissors to the VTOL paper, they just ran out of time.




How'd you come to that conclusion? I don't remember seeing anything that point it being like that...


Re: Generalcamo's mapping thread [message #439454 is a reply to message #439446] Sun, 14 November 2010 02:27 Go to previous messageGo to next message
reborn is currently offline  reborn
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trooprm02 wrote on Sat, 13 November 2010 20:32

reborn wrote on Sat, 13 November 2010 14:13

trooprm02 wrote on Sat, 13 November 2010 11:53

I'd refer you to TT instead (to help them fix the default maps instead of bothering with fanmaps nobody plays). On a second note, ramjets were DESIGNED to do such damage to light armored vehicles like orca/buggies/etc so nothing to fix there....


It was a last minute quick "fix", due to time constraints and thetracyt they couldn't get the rockets to home properly. Rockets where supposed to be the scissors to the VTOL paper, they just ran out of time.




How'd you come to that conclusion? I don't remember seeing anything that point it being like that...


I remember reading it years ago somewhere. I think it was from Aircraftkiller, and he mentioned it was from a westwood source.



Re: Generalcamo's mapping thread [message #439460 is a reply to message #439363] Sun, 14 November 2010 07:15 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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Ahhh, yes. Maybe I could crack open APB to see how there rockets work.

Unless, of course, someone shows me how to get it to work properly.

There are two sounds hidden in the directory, they are the homing sounds for the previously mentioned homing rockets. If anyone can show me how to get them to work properly, then special thanks will go in the readme.

I have discovered another blast from the past. Originally, when you enter an orca, the landing gear retracts, and the door at the cockpit closes, I discovered this from the alpha orca model. If anyone can get this to work, then this cool feature will be included in the map along with the beta model.

I would like aircraft to fly in like APB's helicopters. What script should I use?

I am thinking of unlocking some vehicles, using the beta models. How would I get the SSM launcher to work properly?

How do I add helipads and repair pads through the tile section in level edit?

How do I get the stealth sounds to work? I would like a sound for stealth tanks, and a sound for stealth infantry.

Re: Generalcamo's mapping thread [message #439462 is a reply to message #439460] Sun, 14 November 2010 07:41 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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I think the havoc/sakura should at least come with a chaingun as well.....500 more credits than a deadeye just for a spoofed up grenade launcher is a little much.

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: Generalcamo's mapping thread [message #439465 is a reply to message #439363] Sun, 14 November 2010 08:15 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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True, a chaingun would be nice, although I don't want to make it the sole unit of choice, maybe an M16? or Maybe a M60?

The M60 would fire slower than the chaingun, but would be accurate and powerful.

The m16 would have two fire options. A Primary automatic, and a secondary trishot.

Take your pick. Remember, the M60 would have low ammo, and the m16 would have high ammo, but low ammo per clip.
Re: Generalcamo's mapping thread [message #439483 is a reply to message #439465] Sun, 14 November 2010 10:46 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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The m60 one sound more......legit. The chaingun's rate of fire is naturally to high for the price of the chaingunner imo anyway.

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: Generalcamo's mapping thread [message #439494 is a reply to message #439462] Sun, 14 November 2010 11:59 Go to previous messageGo to next message
trooprm02 is currently offline  trooprm02
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HaTe wrote on Sun, 14 November 2010 08:41

I think the havoc/sakura should at least come with a chaingun as well.....500 more credits than a deadeye just for a spoofed up grenade launcher is a little much.



LOL, you've been playing in st0rm too much...


Re: Generalcamo's mapping thread [message #439509 is a reply to message #439454] Sun, 14 November 2010 14:31 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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reborn wrote on Sun, 14 November 2010 03:27

trooprm02 wrote on Sat, 13 November 2010 20:32

reborn wrote on Sat, 13 November 2010 14:13

trooprm02 wrote on Sat, 13 November 2010 11:53

I'd refer you to TT instead (to help them fix the default maps instead of bothering with fanmaps nobody plays). On a second note, ramjets were DESIGNED to do such damage to light armored vehicles like orca/buggies/etc so nothing to fix there....


It was a last minute quick "fix", due to time constraints and thetracyt they couldn't get the rockets to home properly. Rockets where supposed to be the scissors to the VTOL paper, they just ran out of time.




How'd you come to that conclusion? I don't remember seeing anything that point it being like that...


I remember reading it years ago somewhere. I think it was from Aircraftkiller, and he mentioned it was from a westwood source.



It sounds logical seeing as the bazooka did that in cnc95.
Duno where he found that?
However I dont think the ramjet was the quick fix for this problem. (These texts btw are found in the ENC strings table)
Although I'm not sure.

Westwoods description of Ramjet -> The Ramjet Rifle is an anti-vehicle weapon, and is also effective against buildings. This is essentially the armor-piercing equivalent of the standard issue Sniper Rifle.

Westwoods description of Rocketlauncher -> The Rocket Launcher is the ultimate anti-vehicle tool, and is especially effective against Transport Helicopters. Save your rockets for vehicle encounters.

Oh and dont forget the sentry! -> Szakolczay Type AS-2 Watchdog Automated Sentry Weapon: Designed to be a light, compact unit for maximum portability, the Watchdog folds out into an automated sentry position with friendly-fire detection utilizing standard signature protocols. This unit is effective for watching small areas or corner positions in tactical situations, making it an engineer's best friend as they go about their work. When Watchdog runs out of ammo, it self-destructs to prevent capture and reuse by the enemy.

There's one picture of it remaining check hud_ramsentu.dds I did say remodel that and give it to a commando.
(Guess where sentu stands for Wink )

Re: Generalcamo's mapping thread [message #439510 is a reply to message #439509] Sun, 14 November 2010 14:34 Go to previous messageGo to next message
Tupolev TU-95 Bear is currently offline  Tupolev TU-95 Bear
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Reaver11 wrote on Sun, 14 November 2010 21:31

reborn wrote on Sun, 14 November 2010 03:27

trooprm02 wrote on Sat, 13 November 2010 20:32

reborn wrote on Sat, 13 November 2010 14:13

trooprm02 wrote on Sat, 13 November 2010 11:53

I'd refer you to TT instead (to help them fix the default maps instead of bothering with fanmaps nobody plays). On a second note, ramjets were DESIGNED to do such damage to light armored vehicles like orca/buggies/etc so nothing to fix there....


It was a last minute quick "fix", due to time constraints and thetracyt they couldn't get the rockets to home properly. Rockets where supposed to be the scissors to the VTOL paper, they just ran out of time.




How'd you come to that conclusion? I don't remember seeing anything that point it being like that...


I remember reading it years ago somewhere. I think it was from Aircraftkiller, and he mentioned it was from a westwood source.



It sounds logical seeing as the bazooka did that in cnc95.
Duno where he found that?
However I dont think the ramjet was the quick fix for this problem. (These texts btw are found in the ENC strings table)
Although I'm not sure.

Westwoods description of Ramjet -> The Ramjet Rifle is an anti-vehicle weapon, and is also effective against buildings. This is essentially the armor-piercing equivalent of the standard issue Sniper Rifle.

Westwoods description of Rocketlauncher -> The Rocket Launcher is the ultimate anti-vehicle tool, and is especially effective against Transport Helicopters. Save your rockets for vehicle encounters.

Oh and dont forget the sentry! -> Szakolczay Type AS-2 Watchdog Automated Sentry Weapon: Designed to be a light, compact unit for maximum portability, the Watchdog folds out into an automated sentry position with friendly-fire detection utilizing standard signature protocols. This unit is effective for watching small areas or corner positions in tactical situations, making it an engineer's best friend as they go about their work. When Watchdog runs out of ammo, it self-destructs to prevent capture and reuse by the enemy.

There's one picture of it remaining check hud_ramsentu.dds I did say remodel that and give it to a commando.
(Guess where sentu stands for Wink )



Surprised, in all my time i have been through the always.dat i never seen this.


Decent people


Quotes or w/e

Re: Generalcamo's mapping thread [message #439516 is a reply to message #439494] Sun, 14 November 2010 15:19 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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trooprm02 wrote on Sun, 14 November 2010 12:59

HaTe wrote on Sun, 14 November 2010 08:41

I think the havoc/sakura should at least come with a chaingun as well.....500 more credits than a deadeye just for a spoofed up grenade launcher is a little much.



LOL, you've been playing in st0rm too much...

I think I'm still banned from st0rm from over a year ago. If I'm not, i honestly wouldn't know, so clearly I don't ever play there. I actually play so little there that i fail to see the meaning your post, actually.


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, 14 November 2010 15:20]

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Re: Generalcamo's mapping thread [message #439518 is a reply to message #439363] Sun, 14 November 2010 15:32 Go to previous messageGo to next message
trooprm02 is currently offline  trooprm02
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They give random weapons to random characters for no reason, ex: chainguns to hotwires.

Point: why in the world should Sakura's/Havoc's get 2 primary weapons? Their 1000 for a reason, there stock gun is good enough.


Re: Generalcamo's mapping thread [message #439519 is a reply to message #439465] Sun, 14 November 2010 15:55 Go to previous messageGo to next message
Dealman is currently offline  Dealman
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Generalcamo wrote on Sun, 14 November 2010 16:15

True, a chaingun would be nice, although I don't want to make it the sole unit of choice, maybe an M16? or Maybe a M60?

The M60 would fire slower than the chaingun, but would be accurate and powerful.

The m16 would have two fire options. A Primary automatic, and a secondary trishot.

Take your pick. Remember, the M60 would have low ammo, and the m16 would have high ammo, but low ammo per clip.


To add more realism it should be the other way around.

The M60 is pretty accurate for being a Machine Gun and it's really powerful and comes with a lot of Ammo. According to Wikipedia the basic ammunition load 600 to 900 Rounds, and that's in total.

I believe the M60 can hold 100 Rounds per "Clip".

The M16 however have a slightly faster Rate of Fire but a smaller clip size. And of course, it's more Accurate.

To sum it all up, I believe this would be a pretty nice Setting;

M60:
Damage: Moderate-High
Accuracy: Moderate
Recoil: High
Ammo: High(500 Reserve)
Clip: 100 Bullets

M16:
Damage: Low-Moderate
Accuracy: Very High
Recoil: Low-Moderate
Ammo: Moderate(120 Reserve)
Clip: 30 Bullets

But that's just my personal opinion. (Yes, I don't like Infantry with infinite ammo.)
Re: Generalcamo's mapping thread [message #439641 is a reply to message #439363] Tue, 16 November 2010 18:50 Go to previous message
Generalcamo is currently offline  Generalcamo
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Colonel
NO i;m not dead.

I have found a HUGE antpile of assets in a mod. They are free and opensource, so I used them.

No more Toothpick on steroids, the beta guardtowers looks better

With scripts 3.4.4, helicopters come in through helipads

The recon bike looks MUCH better

SSM launcher works!!!


I added these and now the map doesn't work, i'll find a fix later. Tell me what you think about these.
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