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Re: RA_Fjord [message #450549 is a reply to message #447913] Tue, 02 August 2011 22:23 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I'm not using any two-floored structures. I would love to, since the GDI base would become an interesting labyrinth with the sewer access connecting to the bottom floor of the buildings. However, too many people complain about "lag" with elevators and I'm not willing to destroy the light mapping for the current buildings so I can put in stairs.

The Construction Yard will repair your buildings at a rate roughly that of an Engineer. It will make it a high-priority target, since it won't repair itself. You can access the GDI Construction Yard from the sewers and probably make it in the rear window entrance I added without being killed, but you'll hurt bad from the Guard Tower if it isn't taken out first.
Re: RA_Fjord [message #450550 is a reply to message #450549] Tue, 02 August 2011 22:28 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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Colonel
So, it's just a big old repair pad? Or is it the repair pad, and when that is destroyed, the repair pad is too? I haven't played any new maps in forever, so i can't remember exactly.

Is the bar MCT on the side nearest the middle of base, or nearest the outer base? It sort of makes a big difference, especially with the sewer system leading right outside of the barracks.


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 #450551 is a reply to message #447913] Tue, 02 August 2011 22:37 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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It's not a Repair Facility. I think Titan helped fuck up people's perception of what those two structures do when he decided to put both of them together. Thanks... Sarcasm The Repair Facility only repairs vehicles.

The Construction Yard only repairs buildings. It's sort of a safeguard against instant-rushes. It also requires that you pay attention to your C4 timing, since blowing remotes early will throw off the damage required to destroy a building.

I think I know why you're figuring that it's a four-door Barracks: I removed the sandbags and razor wire in front. I felt that it didn't make sense in a base like Hammerfest, where the structures are more built-up than a field base like Complex or Under. There isn't much of a need for sandbags and razor wire when you have a concrete wall with base gates surrounding you. I did place concrete barriers in front of the two doors to prevent easy "sniping" of the characters spawning, and to keep vehicles from simply running over infantry as they pour out of the front.

To put it simply, the Barracks front end is where the sewer pops out. So the MCT is by the Weapons Factory toward the wall where it would be normally. Most of the sewer openings have a concrete barrier identical to the ones that block the Barracks' front door, so that infantry can pop out without the AGT gunning them down in moments flat. However, I really doubt that anyone could run inside of the Barracks without being killed.

The Hand of Nod's E3 style also helps prevent people from being crushed the second they walk out of the front door, and gives a few extra hiding places for beacons and defense.
Re: RA_Fjord [message #450554 is a reply to message #450551] Tue, 02 August 2011 23:14 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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Colonel
Ohhh, repair buildings. My mistake, I read it as vehicles at first for some reason. That's actually quite neat, and never noticed that that was it's functionality before.

I'm glad it's not a four door bar to be honest, infantry are too important for the barracks to be that easily accessible.

I can only hope the map won't be too much of an fps killer, especially with large numbers of players in it with the eventual release of scripts 4.0.


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 #450555 is a reply to message #447913] Tue, 02 August 2011 23:20 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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As much as I hate doing it, I will be adding visibility rendering to the level. That will bring frame rates up considerably, but the fact that you can't even draw the GDI base until you're in the middle of the map will also help alleviate any FPS issues. Same goes for the Nod base, you can't draw it until you're at the Ore Refinery.

To give you a sense of scale, if you were to start from the GDI Tiberium field on Glacier Flying and run all the way to the Nod Power Plant, that would be the size of the battlefield on Fjord from the GDI walls to the Nod Obelisk. The two bases are outside of that radius. It's a bit bigger than the stock Renegade levels but it's also got a lot more potential for gameplay.

Also, with vis rendering, I will need everyone's help to spot visibility errors - you'll notice them when you see a part of the level turn transparent. I'm hoping that it will cull a lot of the trees that you can't actively see, especially with how hilly the terrain is.

[Updated on: Tue, 02 August 2011 23:23]

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Re: RA_Fjord [message #450564 is a reply to message #447913] Wed, 03 August 2011 02:12 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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Colonel
What I sometimes tend to do is turn up the walkspeed of Leveledits havoc and go spotting the vis glitches in LE.

Usually I find most of them via this method but for the exits of structures/tunnels I do reset the walkspeed to normal.
Re: RA_Fjord [message #450575 is a reply to message #447913] Wed, 03 August 2011 10:49 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Right, but I can't do the vis corrections by myself in a reasonable amount of time. Having a lot of play testers taking screenshots of the errors would speed up the process considerably.
Re: RA_Fjord [message #450584 is a reply to message #447913] Wed, 03 August 2011 15:20 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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In other news, here's a changelist of not-so-visible-to-screenshots things I've done lately:

The Adv. Comm Center dish has a bluish color when the light hits it, but not when ambient light is hitting it. It also has a reflection map.

The ice scattered about the level now has reflection maps.

The AGT's texture, and the sewer walls by association, has been remade. I developed a new texture similar to the one that I was using from my old Metro level, but it's now 512x in size instead of 256. The sewers are now a lot less blurry looking, and the AGT looks downright menacing. I'll take renders of it when I get a chance.

The GDI base has had asphalt added to it instead of the Renegade 2 concrete. I found an old photo I had taken and sourced it from that.

I've added what's called "stage 1" textures to just about anything that could use the extra detailing that it provides. The ice is one thing that uses it, but a lot of textures almost require them now to look competitive next to other games on the market. For example, the GDI Repair Facility will have tank track marks all over it from repeated usage. Here's a render illustrating this, and the new concrete detailing (two passes, one detail stage texture):

http://www.3dholmes.com/images/APB/Fjord64.jpg

This is a render from 3DS Max, so materials won't always look correct.

[Updated on: Wed, 03 August 2011 15:21]

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Re: RA_Fjord [message #450621 is a reply to message #447913] Thu, 04 August 2011 09:49 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Would anyone be interested in replacing the current Mammoth Tank with the one I made back in 2005?

http://3dholmes.com/images/digital/textures/mammoth.jpg

I could make it replace the one that we use now so that it would only work in Fjord. Let me know what you think - I'd also like to consider replacing some other vehicles. I already replaced the Medium Tank with the original one. The MRLS has a rotating turret. I'd like to add the original Light Tank, Flame Tank, etc.
Re: RA_Fjord [message #450622 is a reply to message #450621] Thu, 04 August 2011 10:41 Go to previous messageGo to next message
Tupolev TU-95 Bear is currently offline  Tupolev TU-95 Bear
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That mammoth tank is win. Rocked Over

Wasnt there a beta GDI APC?(The one with wheels and lights on) Or am I mistaking it for another APC..


Decent people


Quotes or w/e

Re: RA_Fjord [message #450623 is a reply to message #447913] Thu, 04 August 2011 10:57 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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That would be great. Remember though that the original flamer doesnt have a turret got a version with turret if you want one.

I suppose you already have all those assets if not pm me.
(Or check the pack on the forums it has all the fixed versions of them)
Re: RA_Fjord [message #450625 is a reply to message #447913] Thu, 04 August 2011 11:36 Go to previous messageGo to next message
Soulhunter is currently offline  Soulhunter
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That mammoth tank looks really nice, I would definately like to see it ingame
Re: RA_Fjord [message #450678 is a reply to message #450555] Fri, 05 August 2011 05:58 Go to previous messageGo to next message
kamuixmod is currently offline  kamuixmod
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bravısımo.

http://img46.imageshack.us/img46/5836/kmauixsignature.png

[Updated on: Fri, 05 August 2011 06:00]

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Re: RA_Fjord [message #450824 is a reply to message #447913] Sat, 06 August 2011 23:13 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Ran into more issues, as can be expected. I'm pushing out this version so you guys can play with it and tell me what you think of it so far. I've enabled flying units, but I will probably disable them for the final release.

DISCLAIMER

This is essentially an alpha test. There are a lot of things that aren't working right now. Feel free to mention bugs, but don't expect this to be playable. It isn't. The Nod spawners aren't set up beyond a single spawner, Nod has no purchase terminals, and the GDI Repair Facility isn't operational. The lighting on the trees isn't fixed yet, so they're lit up improperly. Some of the lights aren't in yet.

If you find errors beyond what I've listed, please take screenshots and post them here. I would also like to have everyone who plays try running around and firing at just about every different texture you can see. Make sure they have a proper surface effect (e.g. rock sounds like rock, ice like ice, grass, etc...) associated with them, in case I missed something.

http://www.3dholmes.com/downloads/Renegade/Fjord.rar
Re: RA_Fjord [message #450833 is a reply to message #447913] Sun, 07 August 2011 02:18 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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Commander
I only found a few minor things but i am almost sure you would have noticed them already. 3 missing textures , one being the small wall beside AGT, another being a tube inside the shrine of Nod, and a third being those tiberium crystals that you added.

The only real problem i have with the map is that it seems unbalanced. Gdi has one entry into Nod base, where as Nod can use the river or the front to get in and it has less defenses covering the front.
On Nod however, you get 2 turrets right beside the Obelisk, which makes it much harder to get in, where as on Gdi's base, you only have those puny gun towers and on all four corners, 2 of which don't really do anything because of their distance between Agt and the fact only a humvee could enter through the small gap between the wall.

And i am not so sure i like the reflectivity for the ice, especially near Nods base on the side, to me it seems un natural to even have ice there because there is grass right above it, and pine trees all have no snow. I think it should be more rocky if anything personally.

And i shot about everything i could and the only thing i noticed was the lights inside the house have metal instead of glass for the light part.

All in all this is a really good looking map, and seems like it will play out very well.


http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg

[Updated on: Sun, 07 August 2011 02:20]

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Re: RA_Fjord [message #450835 is a reply to message #447913] Sun, 07 August 2011 02:43 Go to previous messageGo to next message
Mauler
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Ran around for a bit and these are some of the things I noticed.


http://i.imgur.com/RxsAph.jpg

Nod Shrine has no Vehicle/Infantry blockers


http://i.imgur.com/Gx4vm.png

GDI Construction Yard has a missed placed PT


http://i.imgur.com/8nvAD.png

GDI Construction Yard has missing computer screens


http://i.imgur.com/W3pvW.png

And lastly the bushes, in my opinion are just aren't proper for this map. Having the bushes camera oriented are just throwing the details of this map off for me.. but that's just me

The map is great btw..

[Updated on: Sun, 07 August 2011 09:09]

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Re: RA_Fjord [message #450866 is a reply to message #447913] Sun, 07 August 2011 08:47 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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First thing to note, this isn't a gameplay test. I've mentioned that before! Wink I'm just looking for problems with geometry, textures, etc. When it's more "complete" is when I'm going to attempt to get some games scheduled. Also, the texture missing on the Tiberium? My mistake - I was compressing a shit ton of textures last night and must have missed the diffuse map for the Tiberium. It's split into two, one for emissive, one for diffuse.

I prefer the ice having a faux specular effect. It feels more like ice, and less like a texture. Worthy of note is that I forgot to add the second revision to the emis file that contains all of my extra geometry. I had given more trees to the front of the Nod base, especially next to that rocky patch of ice. It'll be fixed next time.

Keep in mind the time of year that this is set in: It's early spring in Norway. The ice is melting, grass is growing, and things are slowly coming back to life. And Nod's trying to get in GDI's grill.

Mauler: There's a lot of things that I haven't really focused on with the Nod base, but thanks for pointing that out. I'll fix those problems in the next release. Regarding the camera-oriented bushes, I can fix those with a tool that will work with scripts 4.0. I definitely don't want to put in bushes with extra polygons - this thing has so much instanced geometry that I'm afraid of adding any extra details like that.

Oh, and the river is probably going to be impassible to vehicles. That leaves a two ways to get into the Nod base - over the main road, or by taking the side road that snakes along the mountains.

[Updated on: Sun, 07 August 2011 09:11]

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Re: RA_Fjord [message #450867 is a reply to message #447913] Sun, 07 August 2011 09:00 Go to previous messageGo to next message
kamuixmod is currently offline  kamuixmod
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ı wonder what the whole polycount of all the stuff ın the map ıs all together Razz but just ın case, when ur done wıth the map, ıt can be hosted on ren servers, rıght?

http://img46.imageshack.us/img46/5836/kmauixsignature.png
Re: RA_Fjord [message #450870 is a reply to message #447913] Sun, 07 August 2011 09:24 Go to previous messageGo to next message
Spyder
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Couldn't get a screenshot of it, but the tiberium crystals are missing the texture for dirt at the bottom.
Re: RA_Fjord [message #450904 is a reply to message #447913] Sun, 07 August 2011 18:24 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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This is the best looking map I've seen on the W3D engine, any plans for some smaller maps? With the resource manager in 4.0 and with the fact that a lot of players want to play fan maps, it's certain they'll be played a lot.

Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
Re: RA_Fjord [message #450911 is a reply to message #447913] Sun, 07 August 2011 19:00 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I did want to finish C&C_Noddingham, one of the final uncompleted levels for Renegade. Mike Amerson (of C&C_Islands fame) was working on it in 2002 before work on Renegade was halted in favor of Earth & Beyond. I would like to give it the same attention to detail that Fjord has gotten. I might even be content with leaving it with only the vehicle factories, soldier factories, and Refineries.
Re: RA_Fjord [message #450919 is a reply to message #450911] Sun, 07 August 2011 20:58 Go to previous messageGo to next message
Starbuzz is currently offline  Starbuzz
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That TD Mammoth looks amazing! GJ! Sad, I can't help right now.

buzzsigfinal
Re: RA_Fjord [message #450920 is a reply to message #447913] Sun, 07 August 2011 21:41 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I still have quite a few bug fixes and terrain editing left to do, but I'll see about pushing out a gameplay test in the next week.

[Updated on: Sun, 07 August 2011 21:50]

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Re: RA_Fjord [message #450931 is a reply to message #450911] Mon, 08 August 2011 01:51 Go to previous messageGo to next message
Taz is currently offline  Taz
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Aircraftkiller wrote on Sun, 07 August 2011 19:00

I did want to finish C&C_Noddingham, one of the final uncompleted levels for Renegade. Mike Amerson (of C&C_Islands fame) was working on it in 2002 before work on Renegade was halted in favor of Earth & Beyond. I would like to give it the same attention to detail that Fjord has gotten. I might even be content with leaving it with only the vehicle factories, soldier factories, and Refineries.



Could you post a screenshot of what he got done so far?
Re: RA_Fjord [message #451055 is a reply to message #447913] Mon, 08 August 2011 23:55 Go to previous messageGo to previous message
Aircraftkiller is currently offline  Aircraftkiller
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Tomorrow, maybe.

I've got my Mammoth Tank in-game and operational now. Reaver11 did a great job getting it rigged for me, but I had to do some extra tweaking to make it work correctly. The muzzle firing animation now works (Thanks scripts 4.0!) and the extra muzzles attached to the tusk pods have smoke. Again, thanks scripts 4.0!

http://www.3dholmes.com/images/APB/Fjord65.jpg

Yes, the treads are alpha-mapped for the extra illusion of detail.

http://www.3dholmes.com/images/APB/Fjord66.jpg

http://www.3dholmes.com/images/APB/Fjord67.jpg

And thanks again to scripts 4.0 for making the Repair Facilities animate properly. Now you see electricity sparking from them which randomly attaches itself to your vehicle, instead of spawning at the origin of the world space. It's really cool. On the subject of Repair Facilities, I made them repair a lot more health per second, but they have half the health of a regular building like the AGT, Construction Yard, etc. They're a priority target if someone is repairing on them. Hell, even if they're not, I would take that thing out the moment the base defenses went down.

http://www.3dholmes.com/images/APB/Fjord68.jpg

One last thing to note: Saberhawk gave me a tool which fixes the camera parallel meshes, namely the bushes, so that they work as intended: They only spin. They don't bank with the camera, so they look a lot more realistic now. However, you'd need scripts 4.0 to see this. I'm planning to release Fjord around the time that scripts 4.0 is in open beta.

[Updated on: Tue, 09 August 2011 00:12]

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