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Schmitzenbergh

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Everything posted by Schmitzenbergh

  1. Oh I really like what you have done there! Are gonna add the cinematics too? Keep up the good work!
  2. I like the map. It's small and long distance bombardment isn't possible which makes the map a little bit harder. Overall I have to agree with Handepsilon here that some places are very very dark. Behind the Wf for example. Dot some lights over the map! I think it will make the map much more enjoyable. Also, perhaps add some sounds for wind etc, I can see the trees are moving but no wind sound (I know it's nitpicking but its soo easy to do ). It will give the map some more atmosphere, which it already has but the more the better! Make one more final version It would be a nice addition to the custom map scene.
  3. I haven't played the first iteration of this map, but it looks good. Nice dark and gritty theme. Waiting for the download link
  4. The lightmass problem was fixed Made a mistake with the download link. Correct link is now in OP and here : http://1drv.ms/1MKkzcB
  5. Second testing release is available! Get it @ http://1drv.ms/1MKkzcB (CNC-GrassyKnoll_Testing1_1.zip) The second testing release has some improvements. Check out the changelog for all of them Both the bases have been reworked so superweapons can't hit 2 buildings, I couldn't reproduce it so hopefully it's gone. But as always, if you find bugs post 'm here! Changelog Testing 1.1 -Reduced the size of the map from 93.8mb to 74.9mb (Thx Ruud003 for lightmapres tip!) -Replaced all the foliage trees on the battlefield with staticmeshes. -Removed all the collisions on the foliage trees outside the map. -Reorganized the Nod base so an ion cannon can't destroy 2 buildings at once. (Ref and AS) -Reorganized the GDI base so an nuclear strike can't destroy 2 buildings at once. (Barr and Ref) -Added blocking volumes on the walls of both bases. -Reworked the tiberium volumes so you don't get any damage when you're not in the field. -Added some more foliage and decoration. -Added a rock near the silo so Nod artilleries need to push further to hit the Weapons Factory. -Added some more hills and dents near the Nod base tiberium route. (This was a flat area) -Hired a gardener to cut away the grass in the GDI barracks. -Set the endgame cam to linear instead of curved (Thx Handepsilon!) Testing 1.0 -Initial testing release
  6. The next update is almost ready, but there are some problems along the way. I can't build my lightmass due to the swarmer and lightmass.exe crashing. I'm still trying to fix it but if anyone has encountered this problem, did you fix this? If yes, how? Edit: I'm an idiot. Forgot to install DirectX sdk. Problem solved, map is being built
  7. If you blend the rocks with eachother and rotate them on all axis', they will look a lot more natural. I really like the approach with the river and the silo in the middle. The route to the silo needs less lightposts though It's like a Christmas boulevard
  8. I've expanded and reorganized de Nod base for the next release. The GDI base has it's refinery placed more to the back so nukes can't destroy 2 buildings. The dropoff plane for the AS is a problem though, the damn building and plane are very big. I will try to fix them, but it is not a priority because it is only a visual problem. Hon may be smashed by the plane, but the Ref isn't a problem anymore. On a side note: CNC-Under has the same problem, the plane flies through the rocks I only need to finish the replacing of the trees on the battlefield and the next release is ready to go. Perhaps this evening (It's 12:00 here now) or tomorrow...
  9. Hmm, I'll rename the map to GrassyRage then and reintroduce the "Double kill" announcer I'ts on the todo list! I didn't thought it was possible...
  10. On the to-do list.. And indeed it stopped rather abrupt I'm only replacing the playgrounds trees, like on the infantry mountain, with static meshes. They have collision by default for infantry. This way I can disable all the foliage trees collision, which is the biggest part of all the trees thus creating better performance. They don't need collision (Inf and tanks) so why bother with giving it to them. They're outside the map anyway I'm still blocking the infantry zones with vehicleblockervolumes.
  11. No it's not. Epic Games left this out on purpose because if you go mad with the amount of foliage, the GPU of the client has to load each one of those collision volumes in. This eats performance. I've developed a custom script (FoliageCollisionVolume) that takes care of this. By trail and error I've found out that performance indeed drops on an insane scale if we load up all the foliage collision at once. Therefore I used zones. If you really want to have collision on trees you either have to replace them with static meshes or use my custom script and place some zones. What that does is, it creates a temporary invisible collision actor matched to the tree's original collision once a vehicle touches the zone you created in the editor. The collision gets destroyed when ever no vehicles are touching the zone, therefore we don't always load up all the collision at once (unless you create 1 huge zone, but that's not the intention here) The more zones you have the more optimised it all is You could take a look at my map for an example (cnc-crash_site) but it all depends on how you want to solve this. You could also do it like you have right now (blocking it all off) since you don't have that many foliage inside the battlefield. I've added your map to the server for testing! Ty both for adding it to the utility and testing server. I can't disable the collision on the foliage on the outside of the map border. If I do this the trees in the center also have their collision disabled. Perhaps a redesign of the trees for the inf mountain is needed. I'll replace them with static meshes and not foliage. This way I can disable the collision on the non battlefield foliage and all the trees in the battlefield will be static meshes. I've already applied the shadow enviroment color. Looks nicer! Not that dark anymore. The rock shadow you've mentioned, is it found under the static mesh options like this screenshot? Change the number 64 to 32 and check "Override lightmap res"?
  12. These are advices I can do something with! TY. I'll go and apply some of the given tips. To answer some questions: Trees are added as foliage with collision. The infantry areas are blocked with rx_vehicleblocking volumes. If the foliage has no collision the infantry can just run through them Tanks can somehow always drive through them... (Is this a bug?) I will remove the collision for the trees where no players can be (The surroundings), those zones are blocked with volumes anyway. The walls have no blocking volumes above them, I will apply them. The crates are at the summit of the infantry mountain, in front of the silo and near the tib field. Yes they could use some ambient stuff around them, but hey it's a testing release ;p I will check the skydome, shadow for rocks and enviroment color. I play on a beefy computer so performance is hard to check. Thx for the feedback, keep 'm coming!
  13. I shall zip it and create the directories for the next update. Glad you liked it! Maybe I'll recreate the killzone minefield For now its needs overal bugtesting for playability.
  14. First testing release is available! Get it @ http://1drv.ms/1LFX97D (CNC-GrassyKnoll.udk) Add the following line to you Renegade X\UDKGame\Config\UDKRenegadeX.ini under the "MapSpecificMineAndVehLimit" part. MapSpecificMineAndVehLimit=(MapName="CNC-GrassyKnoll",MineLimit=30,VehicleLimit=5) These values are not final. I've build the lightning with high settings, for the real release I will do production lightning, but it takes waaay to long The only thing left to do, if we don't count bug fixing, is the minimap. Bots work and endgame cam is available. If you have any feedback or suggestions please post them. I appreciate any feedback I can get.
  15. Well that's the point right now for me. The how to screen is barely readable because the loading is so fast. For me it's also like 3 to 4 seconds and more people will have these loading times. I'd rather polish the loading screen with some eye candy than a barely readable how-to screen that is there very briefly. If the how to screen wat a separate menu option people could read it. The way it is implemented now isn't adding much to the aid of newcomers and that's the purpose of the screen.
  16. Even though the issue has been resolved, I've heared some people complain about the framerate in beta 5. It is possible that this only happens for people that use AMD gpu's. The latest driver update did something that screwed the FPS some way. I'm having some trouble as well. I blame AMD because I haven't had any problems before the last CCC update. Vsync seems to help though. If anyone can check this, I'm not really sure. Specs for curiosity: Intel I5 4460 Sapphire Radeon 7950 3Gb 8Gb Ram Playing on crucial Mx100 ssd
  17. I was poking through the movie folder in Renegade X and found loading video's for seperate maps. To be precise: Wall, Field and Islands. Why aren't these loading video's being used? They look great and give you a nice impression of the coming map. This could be handy for new players as they mostly don't know the key elements of the maps. I know the "How-to" screen is helpful too, but that would be more of a menu thing. (Like in the original when you pres Esc you get the tutorial)
  18. Update time! This is the final update before the testing release. I need to fix some issues with references (My sky won't load), but after that I'll post the map. But for now, enjoy the screens. Also available on OneDrive link in OP. GDI base Nod base Tiberium field (As seen from GDI base) Silo path (As seen from Nod base) Infantry mountain summit Top down view Fancy Nod base from afar Fancy GDI base from afar What is still left to do Path nodes for bots; Some ambient sounds & particles; Endgame camera; Minimap. If you have any suggestion please let them know!
  19. Oh wow, this looks very cool. Nice and open. Will base2base not be a problem in rhis map? If you need someone for testing I'm willing to help.
  20. Another update: Got around the Nod base in the last days. Also created some background scenery. Progress is going well, I think. We'll see how this plays when the world is roughly done. Still trying to get the lightning right. Some places are a bit dark, but could be due to preview lighting. Nod base; WIP (It needs some more lights) Silo Path as seen from GDI base Tiberium field with both bases visible View from infantry mountain Top down view of the map, so far
  21. This look really good. Hammerfest in tib sun really looked like a fort with all the defences. By the looks of the screens you've really captured that very well! Keep up the work! Looking forward to play it.
  22. Small progress update. Got a better overall lighting to get a dusky feel. Also started to place the "Backgroundtrees" to give the map a foresty impression. GDI base; now expanded. Corner overview of GDI, becuase Nod isn't really presentable.
  23. Hello fellow Renegades! After some silence I'm proudly announcing the first release of CNC-GrassyKnoll for Renegade-X! The map takes place in an open foresty area. There is a large tiberium field for all your credits and tank warfare. A silo is available on the more narrow vehicle path. Infantry can go all ways! Move up the mountain for intense infantry battles, or just annoy every vehicle around you with your height advantage This is my first Renegade-X and UDK map ever so criticisms are welcome. The map will be worked on if more playthrough info gets submitted. I highly encourage you to do this Enjoy CNC-GrassyKnoll, get back to the woods! Download the zip file @ http://1drv.ms/1MKkzcB (Development screenshots/builds are also available there!) Alternative download link @ http://www.filedropper.com/cnc-grassyknollrelease10 Changelog Release 1.0 -Added some bits and bobs in both bases (Trees, rocks) -More rocks near the tiberium field crate -Added testing minimap (its not perfect but the scale is quite right) -Created sandbag that dont stop abrubtly -Added some cover on the infantry mountain -Corrected a lot of floating staticmeshes that should not float (Tank hedgehogs, sandbags, etc...) Testing 1.1 -Reduced the size of the map from 93.8mb to 74.9mb (Thx Ruud003 for lightmapres tip!) -Replaced all the foliage trees on the battlefield with staticmeshes. -Removed all the collisions on the foliage trees outside the map. -Reorganized the Nod base so an ion cannon can't destroy 2 buildings at once. (Ref and AS) -Reorganized the GDI base so an nuclear strike can't destroy 2 buildings at once. (Barr and Ref) -Added blocking volumes on the walls of both bases. -Reworked the tiberium volumes so you don't get any damage when you're not in the field. -Added some more foliage and decoration. -Added a rock near the silo so Nod artilleries need to push further to hit the Weapons Factory. -Added some more hills and dents near the Nod base tiberium route. (This was a flat area) -Hired a gardener to cut away the grass in the GDI barracks. -Set the endgame cam to linear instead of curved (Thx Handepsilon!) Testing 1.0 -Initial testing release Hello fellow Renegades! Just like many other people I've been busy with the UDK. It's the first time I've done something with the UDK and thanks to Kenz's tutorial video's I've even created something I've made some maps for other games, mostly Doom 1 & 2, so this is somewhat more challenging. The map is based on the theme of the UT2004 map "CTF - GrassyKnoll". 2 bases in the corners of the map with a foresty area between them. I did not want to copy that map 1 on 1 so I've given it some other elements. The layout is comparable to Whiteout but the center is infantry only. Infantry have a height advantage on het mountain against tanks and the enemy base. I did want to have one huge Tiberium field to get some warfare going in. It gives tankplay a little more tension because Engies/Techs/Hotties can't repair you there. Without any further yapping, some screens: For all the screenshots of the map, check my OneDrive folder @ http://1drv.ms/1MKkzcB This is the main overview of the map, still lot of work to do though The GDI base general layout The Nod base layout (thinking about expanding it a bit) Infantry Mountain Main Tiberium field Silo route I'm not sure if I'll even publish this map. It depends on what I can make of it (I don't want to release a crappy map) and input from the community. For example: What are good ways to blend the edge of the map other then rocks? Or sky tips; the one at the moment is not that nice... If you guys have some feedback, please tell me. It's my first attempt in the 3D world that is Renegade X Thx in advance!
  24. This is awesome! You've even recreated a tib sun cutscene The crossover with tiberian sun seems a bit odd, but renegade was in between more in between tib sun and tib dawn in the storyline. So it makes a bit sense. Anyway good job dev team! I'm very pleased. (Perhaps I should continue on my map now because there are more tutorials available)
  25. I made an account just for commenting on the vid. It looks very good, even though the resolution is very low (The use of Valiant as BGM makes up for that though!) Really curious how the map will play when it's done!
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