Henk Posted September 28, 2015 Share Posted September 28, 2015 Very nice, lot of detail! They're modular pieces am I correct? Are there more pieces? Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted September 28, 2015 Author Share Posted September 28, 2015 Very nice, lot of detail! They're modular pieces am I correct? Are there more pieces? Yes they are modulair, we can go in any direction with these. Nope these are all the meshes you have, but, the example Ive posted here is only the beginning of the endless possiblities. Quote Link to comment Share on other sites More sharing options...
Henk Posted September 28, 2015 Share Posted September 28, 2015 Oh yeah you're right, didn't realize that door was seperate. Maybe you could make a door that opens when a player is close to it, and make a material instance with green lights instead of red to show that it's unlocked. I think you could make a pretty damn cool door opening animation in Kismet. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted September 28, 2015 Author Share Posted September 28, 2015 Oh yeah you're right, didn't realize that door was seperate.Maybe you could make a door that opens when a player is close to it, and make a material instance with green lights instead of red to show that it's unlocked. I think you could make a pretty damn cool door opening animation in Kismet. Suprise! Quote Link to comment Share on other sites More sharing options...
XD_ERROR_XD Posted September 28, 2015 Share Posted September 28, 2015 Whoaaaa, that Scrin ship... amazing! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted September 28, 2015 Totem Arts Staff Share Posted September 28, 2015 wow this is looking better and better every image Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 29, 2015 Totem Arts Staff Share Posted September 29, 2015 Ruud, i cant wait to see the finished product of this map. you have put in lots of work, and so have the devs that helped you. finish strong pal! Quote Link to comment Share on other sites More sharing options...
Henk Posted September 29, 2015 Share Posted September 29, 2015 I wanna see a video Ruud Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted September 29, 2015 Author Share Posted September 29, 2015 I wanna see a video Ruud If I have all the animations done I'll post a video! Im also including sounds and emitters! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted September 30, 2015 Totem Arts Staff Share Posted September 30, 2015 I wanna see a video Ruud If I have all the animations done I'll post a video! Im also including sounds and emitters! Including sounds Huh? I guess we'll see if it becomes another map that crashes randomly. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted September 30, 2015 Author Share Posted September 30, 2015 I wanna see a video Ruud If I have all the animations done I'll post a video! Im also including sounds and emitters! Including sounds Huh? I guess we'll see if it becomes another map that crashes randomly. I like that positive attitude Meanwhile ive been making the door fool-proof because I know you guys will try to break the kismet sequence on this. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted September 30, 2015 Totem Arts Staff Share Posted September 30, 2015 I wanna see a video Ruud If I have all the animations done I'll post a video! Im also including sounds and emitters! Including sounds Huh? I guess we'll see if it becomes another map that crashes randomly. Dude, compress them Wave sounds into Ogg vorbis format Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 1, 2015 Author Share Posted October 1, 2015 As promised yRdy2djY1Y8 Quote Link to comment Share on other sites More sharing options...
Former Developers Havoc89 Posted October 2, 2015 Former Developers Share Posted October 2, 2015 That's very cool Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted October 2, 2015 Totem Arts Staff Share Posted October 2, 2015 Mmm, now that's a door. Quote Link to comment Share on other sites More sharing options...
Henk Posted October 2, 2015 Share Posted October 2, 2015 Awesome Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted October 2, 2015 Totem Arts Staff Share Posted October 2, 2015 cool is that for the scrin shit .. if so why the earth signs ? Quote Link to comment Share on other sites More sharing options...
Henk Posted October 2, 2015 Share Posted October 2, 2015 Taken from: http://cnc.wikia.com/wiki/Alien_warship The exact origins of the ship are unknown. It was either a prototype ship created by the Brotherhood of Nod using alien/Tacitus blueprints or a crashed Scrin ship extensively rebuilt by the Brotherhood but not actually created from scratch.According to some former Westwood employees, the ship was a Nod design based off Scrin/Tacitus data. It was an attempt to mimic Scrin technology. Quote Link to comment Share on other sites More sharing options...
Ryz Posted October 2, 2015 Share Posted October 2, 2015 That's very cool Indeed... Also good to see Havoc alive! Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 3, 2015 Author Share Posted October 3, 2015 Thanks all, and thanks Henk for the wiki quote! Meanwhile the interior is also coming together, Me and Gabriel are not sure about the tunnel layout yet, if anyone has idea's please come in! I don't want island-like suggestions, because that is too much of a stalemate! Think more of natural selection 2, that sort of tunneling system where you can always go around somewhere. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 4, 2015 Author Share Posted October 4, 2015 I wanna see a video Ruud If I have all the animations done I'll post a video! Im also including sounds and emitters! Including sounds Huh? I guess we'll see if it becomes another map that crashes randomly. I now know why you said this. It turns out that, (knowing this since my experimentation).. If you toggle-play a sound faster than it's own length, the game will crash. For example, if I have a sound with a length of 1 second and I will keep toggling this every 0,5 second, the game will crash. If I have a sound of 1 second and toggle it every 1 second.. it's a near-crash, sometimes-crash-ish. If I have a sound of 1 second and toggle it every 1,5 seconds, all is fine. I've been creating a lot of prefabs today, all ready to be implemented. Kismet is working 100% and is unbreakable, unless you can move faster than 0,01 second! (H4x!!!) Prefabs: Will do a 45 degree angle as well, then i'm off implementing these Quote Link to comment Share on other sites More sharing options...
RypeL Posted October 4, 2015 Share Posted October 4, 2015 Yeah i believe he said that about the sound cause i posted in another topic that i believe that stock renx already uses too much soundfiles that fill up too much memory (especially the radio chat played in buildings). If a mapper now adds additional sounds too its living life on the edge. Your findings of toggling a sound before its end to sort of stack it seems to confirm this. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted October 4, 2015 Totem Arts Staff Share Posted October 4, 2015 Can you/Have you compressed the sound files? I told Yosh the method. It might be needed especially for the music. You can compress it by a hundred MBs (!) Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 4, 2015 Author Share Posted October 4, 2015 I don't believe we can compress like that. I can only use .wav files for certain sounds. It wouldn't import otherwise. Maybe you can look into this HandE, but I'm sticking with the current .wav setup, since it's working for me. I know that I need to be cautious with the sound. First preview of the tunnels being built into the map: lx5YAK8hevA Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted October 4, 2015 Totem Arts Staff Share Posted October 4, 2015 Actually the compression is not BEFORE you import it, but rather AFTER you import it. The tool is called 'Sound Previewer' which can be found by rightclicking a Wave sound file Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 5, 2015 Author Share Posted October 5, 2015 Actually the compression is not BEFORE you import it, but rather AFTER you import it. The tool is called 'Sound Previewer' which can be found by rightclicking a Wave sound file Will take a look at this later on.. Meanwhile, progress today: Quote Link to comment Share on other sites More sharing options...
Ryz Posted October 5, 2015 Share Posted October 5, 2015 Awesome! Quote Link to comment Share on other sites More sharing options...
Radeon3 Posted October 6, 2015 Share Posted October 6, 2015 I know a few things about the sound department The UDK only supports wav files. If you want to reduce memory usage, reduce the sample rate to 22.1 kHz and make it use only one channel (mono). For deep (humming) sounds and speech this change is barely noticable. If you want to reduce memory usage globally I'd suggest to convert all the building radio chats to the above format. There are not many of them, but compared to other sound files these are quite long, which means more memory usage. You can also use the built in system to compress the sounds to Vorbis (well known as ogg) but I don't recommend it for various reasons. It's not reliable as it can produce some artifacts and the sound quality is going to degrade. On the default compression level (40) this is clearly noticeable. At 70 the generated files are bigger that the source and between these two settings you can save approximetly 20-25% of file size for slight quality loss. Also this method will result in higher CPU usage because of the decoding. If sound clarity is not an issue for you, you can go with both solutions, though the wav method is more elegant and produce better results. The likely cause behind the crashes of quickly repeating sounds is that there's a limit how many sound sources the engine can play simultaneously. The default is 32 which can be set up to a maximum 64. In theory the engine drops all the sound instances which exceeds this limit, but the crashes might prove this wrong. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted October 6, 2015 Totem Arts Staff Share Posted October 6, 2015 Yes, the kHz is also mentioned in the UDN page. But the speeches are already on Mono btw. Only music was on stereo. God I think it took hundreds of MBs when I try to compress it using UDK's Sound Previewer. The compression takes minutes as opposed to instant as the other sound, which is normal. But the comparison between the compressed and the original memory usage is very profitable towards memory. You can save hundreds of MBs just by compressing each music wave files in with UDK Sound Previewer. Anyway we're getting off topic here. Should we discuss it on SDK General? Just because this is technical issue that can help the game's performance Quote Link to comment Share on other sites More sharing options...
Radeon3 Posted October 6, 2015 Share Posted October 6, 2015 By reducing the sample rate from 44 to 22.1 kHz you actually halve the file size and memory usage. That should be okay for weapon sounds, but you can go lower to 18 kHz for dialogue and even down to 11 kHz for distant ambient sounds or room tones. If you want sound clarity like me, these changes require careful audition to filter out and prevent quality loss. But sure, feel free to move these comments to a new topic. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 8, 2015 Author Share Posted October 8, 2015 By reducing the sample rate from 44 to 22.1 kHz you actually halve the file size and memory usage. That should be okay for weapon sounds, but you can go lower to 18 kHz for dialogue and even down to 11 kHz for distant ambient sounds or room tones. If you want sound clarity like me, these changes require careful audition to filter out and prevent quality loss. But sure, feel free to move these comments to a new topic. Good to know.. I have 1 ambient sound which can use this optimisation. Will implement this, thanks Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 9, 2015 Author Share Posted October 9, 2015 Ladies and gentlemen, the ship is in!!!! Big thanks to Action_Hank for modelling this ship!!! By reducing the sample rate from 44 to 22.1 kHz you actually halve the file size and memory usage. That should be okay for weapon sounds, but you can go lower to 18 kHz for dialogue and even down to 11 kHz for distant ambient sounds or room tones. If you want sound clarity like me, these changes require careful audition to filter out and prevent quality loss. But sure, feel free to move these comments to a new topic. See also: Thanks! Quote Link to comment Share on other sites More sharing options...
boxes Posted October 10, 2015 Share Posted October 10, 2015 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted October 10, 2015 Totem Arts Staff Share Posted October 10, 2015 Only play-tests will tell if it's gameplay worthy... but quality-wise you know for a fact this is probably going to be an 'official' custom map. Quote Link to comment Share on other sites More sharing options...
Ryz Posted October 10, 2015 Share Posted October 10, 2015 This looks sooo cool (didn't I say this like 50 times allready ) Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 11, 2015 Author Share Posted October 11, 2015 This looks sooo cool (didn't I say this like 50 times allready ) Today I've updated the prefabs with lights, now everything is into place. I've placed the lights at seperate layers, so we mappers can select all the lights we want to change at once. Groups are preselected in: - Ceiling lights - Wall lights - Doorway lights - Intersection ceiling lights As for the doors, - Moving door lights (green) - Static door lights (red) All the materials are swappable, I use MIC's everywhere so we mappers can swap out colours on the fly. If you first change colour on the MIC, you can easily set the RGB to the lights as well by selecting the lights via the 'Find Actors' tool Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted October 11, 2015 Totem Arts Staff Share Posted October 11, 2015 Looking good. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted October 12, 2015 Totem Arts Staff Share Posted October 12, 2015 I'm just overly terrified at the performance and lighting build time... but nice job overall Quote Link to comment Share on other sites More sharing options...
[TmX]Super-Kh Posted October 12, 2015 Share Posted October 12, 2015 is crash site going to be run fast from first run this time ? unlike the previous version ? :3 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted October 12, 2015 Totem Arts Staff Share Posted October 12, 2015 Unlikely Not to be pessimistic, but with all the assets this will be the heaviest, most ambitious map yet... Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 13, 2015 Author Share Posted October 13, 2015 Unlikely Not to be pessimistic, but with all the assets this will be the heaviest, most ambitious map yet... Super-Kh":2i1kfu33]is crash site going to be run fast from first run this time ? unlike the previous version ? :3 I try to make the best of it. I have really aggressive culling (not visible) and I use the foliage collision volume! That saves a lot of CPU power! Furthermore I don't use decals so much as other maps and don't use many lights.. Most of the lights are pre baked. I'll optimise it all and we'll see what I can do if you guys (who already need to buy a decent PC anyway ;p) can play it better Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 16, 2015 Author Share Posted October 16, 2015 Added (only!) 2 lights to make some things a bit nicer I hope you like it They're only 2 spotlights, so no fear about performance. Meanwhile Im also working on the tunnels.. the middle section is also being developed as we speak Quote Link to comment Share on other sites More sharing options...
Henk Posted October 16, 2015 Share Posted October 16, 2015 Awesome, now it looks a lot scarier Quote Link to comment Share on other sites More sharing options...
Alkaline! Posted October 17, 2015 Share Posted October 17, 2015 hopefully this will be ready for patch 5.04 Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 17, 2015 Author Share Posted October 17, 2015 hopefully this will be ready for patch 5.04 I hope so too, however, realistic thinking makes me doubt that. Edit: it'll be patched in in 5.005, along with all the custom assets and a new SDK version Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 23, 2015 Author Share Posted October 23, 2015 (edited) News on the interior: vdGGDTbsnvA Edited November 5, 2015 by Guest Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted November 3, 2015 Author Share Posted November 3, 2015 I figured I'd post an update. I've added several nice decal's in the map for you guys to find out! (no screenshots ) I've also done lots of optimization, culling everything that's not needed... If the map still performs badly (will notice soon enough when testing) I'll completely remove air units and even cull some more -or- lower the middle area. I've added and aligned the GDI tunnels I'm still awaiting the development of the middle room before map release I'm still awaiting the implementation of my added code via patch 5.005 (already passed on to yosh56) At the moment Im also really busy in real life so I don't have that much time working on the map, but then again, at the moment I rely on other people the most. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted November 6, 2015 Author Share Posted November 6, 2015 So meanwhile, while I wait for the continued development of the interior, I'm optimizing the map and looking at line of sight.. One thing i'm facing is the Hand of Nod, it's getting buttraped because of the 'hand' sticking out. I'm looking for creative ways to overcome this issue, have you guys got some idea;s?? This is one idea of mine: Quote Link to comment Share on other sites More sharing options...
Henk Posted November 6, 2015 Share Posted November 6, 2015 Wish there was a way to just use a different mesh, without a hand.. This makes it look like that extra stuff is also part of the HoN and people might think they can damage the HoN at those spots as well (at first). Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted November 7, 2015 Totem Arts Staff Share Posted November 7, 2015 You can also use some rocks to make a "wall" that covers the HoN's hand Quote Link to comment Share on other sites More sharing options...
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