Madkill40 Posted September 23, 2016 Author Share Posted September 23, 2016 An error occurs on my newly placed start node. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted September 23, 2016 Totem Arts Staff Share Posted September 23, 2016 Right... this is getting odd. Try save your progress in a different filename and restart SDK Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 23, 2016 Author Share Posted September 23, 2016 Saved to a different filename fine. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted September 23, 2016 Totem Arts Staff Share Posted September 23, 2016 Alright, the next thing should be opening that map again and try rebuilding the path again. If that still doesn't work, try rebuilding geometry (but don't rebuild lighting yet) and try rebuilding path again Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 23, 2016 Author Share Posted September 23, 2016 Tried it. That still doesn't work. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted September 23, 2016 Totem Arts Staff Share Posted September 23, 2016 Alright, let's try more trouble shooting. Select all your blocking volume and delete them all. Rebuild path and try again. To be safe while deleting the volumes, go to your Group tab in content browser and hide all buildings. Then show them later before rebuilding path Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 23, 2016 Author Share Posted September 23, 2016 Deleting blocking volumes did not work either. I accidentally deleted the Hand of Nod in the process so I replaced it with a new one, the playerstart nodes in the new Hand of Nod also failed. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 23, 2016 Author Share Posted September 23, 2016 When I go to "Build Paths" they're not actually being built at all, I have a feeling I may just have one too many path nodes. Going to delete some. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 23, 2016 Author Share Posted September 23, 2016 Yeah I have no idea anymore. @kenz3001! Halp D; Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 23, 2016 Author Share Posted September 23, 2016 (edited) Issue has been fixed. [Big thanks to @Fffreak9999] Something had made a cube the size of the precomputed visibility volume, so @Handepsilon, you were right in something blocking the nodes all along. Lights are being rebuilt. Hurray! Edited September 23, 2016 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 23, 2016 Author Share Posted September 23, 2016 Map fixed and released. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted September 24, 2016 Totem Arts Staff Share Posted September 24, 2016 Ctrl + A = select all .... NOPE Ctrl + A = add brush / csg / bsp ... YUP i know its a pain in the arse when you know Ctrl + A is "select all" in every other app in the history of windows 1 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 24, 2016 Author Share Posted September 24, 2016 Updated. Fixed. etc. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 25, 2016 Author Share Posted September 25, 2016 (edited) ^ Download via above link. Changes as of 25th Sept: Added blocking volumes to PP and Ref Fixed collisions at Airstrip Fixed blocking volumes at Nod Overlook Fixed misc collisions Edited September 25, 2016 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Plotting Raccoon Posted October 16, 2016 Share Posted October 16, 2016 It didn't seem right that it wasn't shooting at me in spite of my being in its range. Is this intentional? Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted October 16, 2016 Author Share Posted October 16, 2016 4 hours ago, Plotting Raccoon said: It didn't seem right that it wasn't shooting at me in spite of my being in its range. Is this intentional? Yes. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted December 2, 2016 Author Share Posted December 2, 2016 (edited) It'd be nice to combine the custom ice textures I've got with existing textures to have a more appealing map. Halp? P.S. Frostbite Redux Alpha released. It is very different. Edited December 2, 2016 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted December 4, 2016 Author Share Posted December 4, 2016 Changes as of 04 December: Terrain has had a texture overhaul Collisions Base Layouts completed Path nodes re-added Spotting Area's re-added Minimap remade and reapplied Misc Changes To Do: Decorate / Weather Endgame Cam Fix reported issues Updated map info: Frostbite Redux [Beta] A GDI research outpost within the confines of Russia's mountains has been alerted of a nearby Nod Base, clearly the Brotherhood has been drawn here due to the exceedingly rich bounty of tiberium among these icy tops and have already begun scouting the area. Both teams are to find and secure the silo as well as the Communications Center, there are reports of a damaged silo within the area so approach it with caution! Both GDI and Nod will need to be as harsh as the terrain on this battlefield. Good luck out there! You're gonna need it... Map specifications: -Non-flying -1 AGT, 3 GT -1 Obelisk, 3 GT -Night map -Frosty -Bite'tee -Icy [ReadMe.txt, this is your "How to install the map" guide] Beta released: Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted December 28, 2016 Author Share Posted December 28, 2016 Tried out @j0g32's Prefab kit, obviously not built the lights but it's getting there. Greatly appreciating these prefabs. 1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 3, 2017 Share Posted January 3, 2017 hmm, maybe it's just unfamiliar... but on this screen it looks like.. *too much* to me like an overkill of structures know what I mean? Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted January 4, 2017 Share Posted January 4, 2017 From that screenshot, I would have to agree, it looks too cluttered. Quote Link to comment Share on other sites More sharing options...
j0g32 Posted January 5, 2017 Share Posted January 5, 2017 Great to see that you could use the prefabs. I think the main concern here is that you should space out your base a bit more so that vehicles can maneuver easily... Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted January 6, 2017 Author Share Posted January 6, 2017 I was narrowing out the vehicle routes for the GDI base, can't make it too easy for a Nod Steamroll. It is just the angle of the picture, me trying to cram it all into one pic. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted June 19, 2017 Author Share Posted June 19, 2017 (edited) Okay so the ice just isn't very nice, or look enough like ice... transparency is what I need, is this possible? @j0g32 I want to have rock and then between player and the rock there is ice. Material ice. Rather than have ice which you cannot see anything through like in the current state of Frostbite. I can probably create an ice texture I just need it to be see-through so would lowering the opacity on the texture file in photoshop do the trick? Or is there some voodo in the SDK which can allow this? I.e. Edited June 19, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
j0g32 Posted June 19, 2017 Share Posted June 19, 2017 No, making the texture transparent (adding/changing its alpha channel) alonw will not give you a transparent material in UDK. If you want transparent / see through ice, you have to set your ice material to translucent (this is a setting of the material itself, which allows you to use the plugs for opacity). It might also be called lightnig model, where the default is something with Phong. You can then use a constant between 0-1, or masks to control the opacity. Such a mask could be taken from your texture's alpha channel. Check this out: https://docs.unrealengine.com/udk/Three/MaterialExamples.html#Translucency You might also want to add some distortion / light refraction: https://docs.unrealengine.com/udk/Three/MaterialExamples.html#Refraction Or even sub surface scattering. Generally, might be helpful to have a look at the documentation and examples 2 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted June 21, 2017 Author Share Posted June 21, 2017 Thank you very much, I shall look into it and see what I can come up with. (: Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted June 21, 2017 Share Posted June 21, 2017 On 2017-6-19 at 2:13 PM, Madkill40 said: Okay so the ice just isn't very nice, or look enough like ice... transparency is what I need, is this possible? @j0g32 I want to have rock and then between player and the rock there is ice. Material ice. Rather than have ice which you cannot see anything through like in the current state of Frostbite. I can probably create an ice texture I just need it to be see-through so would lowering the opacity on the texture file in photoshop do the trick? Or is there some voodo in the SDK which can allow this? I.e. Its very hard to produce such a shader without completly blowing away the low-end computers. These shaders are very expensive. It requiers a custom lighting model and personally I dont see this happening without a dynamic opacity mask based upon the camera and multiple textures. Height offsets included. Quote Link to comment Share on other sites More sharing options...
Henk Posted June 21, 2017 Share Posted June 21, 2017 Apply a rock material (without any ice) to your rocks > duplicate your rocks > scale up the duplicates > apply an ice material to those now slightly larger duplicates. Tip for making the ice material: don't look at references from real life, but at look at ice from other (Unreal 3) games, or even the icicles we have in the UDK. Edit: tried with the icicle material, didn't look good because the rock's pivot point itsn't centered, and the ice material could be a little better for this use. It looks good on the icicles though. the way that icicle material visually deforms what's underneath or behind it is very good, try using that same technique for your ice material. Edit 2: Was thinking about this again, maybe it would work if the ice material was denser/more opaque. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted June 21, 2017 Totem Arts Staff Share Posted June 21, 2017 the ice caves in under have a nice ice material Quote Link to comment Share on other sites More sharing options...
Henk Posted June 23, 2017 Share Posted June 23, 2017 If you want to try my solution from my previous post: - Export the rock to a static mesh - Open in 3DS Max (or other compatible 3D modelling software) - Duplicate the rock and scale the duplicate down, try to align the rocks perfectly - Export & Import into UDK so you have the 2 meshes combined in 1 mesh - Apply rock material to the inner mesh, apply ice material to the outer mesh Not sure if this will look the way you want, but you can give it a try. Better than having 2 seperate meshes, because you won't need to enable transparent selection, you only need to select 1 static mesh actor when you want to move, scale and duplicate, and you can't mess up the positions anymore. Be sure to keep the original pivot point of the rock, so you can replace all your rocks quickly, and without messing up the original positions. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted June 23, 2017 Author Share Posted June 23, 2017 (edited) Delving into 3DS Max will be out of desperation. I'll bear that in mine but I've never used a 3D modelling program before. I've been toying about with the materials to get a better looking ice. I've also redone the two side vehicle paths and made them wider and removed a bunch of static meshes. I've also closed off the middle of the map to vehicles. Redlines are infantry only paths. Greenlines are where vehicles can go. (As well as infantry, but clearly I got carried away with the word 'only') Edit: Just noticed a red line between the green lines in the upper-right hand side, pretend that is green. Edited June 23, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted June 24, 2017 Author Share Posted June 24, 2017 Released an updated version of Frostbite. Need opinions. Changes as of June 24th 2017 Terrain modified Textures modified Static meshes reduced Vehicles can no longer pass through the middle of the map Vehicle tunnel to GDI is no longer a tunnel Widened vehicle routes on one side of the map Tiberium mists are now blue Ice looks more like ice Background surrounding the map has been modified Misc changes Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 24, 2017 Share Posted June 24, 2017 (edited) @Madkill40 T.O., @limsup and me are testing it at the moment. found some stuck spots, stuff that has been reported before, I found a trap cave and a way to get behind the scenes + soft border facing the wrong way (cant get back onto the map - you'll die) Edited June 24, 2017 by DarkSn4ke 1 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted June 24, 2017 Author Share Posted June 24, 2017 (edited) Thoughts on the look of the map? Edited June 24, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 24, 2017 Share Posted June 24, 2017 @Madkill40 Spoiler It's possible to get out of the map (have to take a screenshot where you can jump over the border collision) - there's a mountain in front of us. you just can't see this half Tunnel is blocked from this side (probably general collision instead of a vehicle collision only?) T.O. told me, that you didn't block certain map borders, because you want tanks to be able to push other tanks from the cliffs - but please block all the map borders where infantry has access only. Full stuck - southern silo Near GDI Tiberium field you probably placed a soft border facing the wrong way. Countdown will expire whatever you do -> you'll die. Anyone is welcome to explore this lovely cave! Except to never come back. It's located in the middle of the map next to that empty Humvee. Maybe you should also consider to make a new overview map as it's very had to see your own position on it. 2 hours ago, Madkill40 said: Thoughts on the look of the map? Well, I'm not sure yet. I haven't played / tested it for months and today I had trouble to orientate myself. Your design is really confusing. ( @Gliven ) Maybe I just have to spend more time on Frostbite Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 28, 2017 Share Posted June 28, 2017 (edited) @Madkill40 ~2 days ago we spent some hours on Frostbite - have no clue why I never spotted that b2b position Spoiler B2B on Obelisk / Nod Refinery possible two stucks - near GDI PP you didn't fix the PP jump? missing collision near GDI Ref Submarine has only collision on top.. some more screens from top of the sub and the surrounding rocks missing collision why is this blocked? welcome to Madkill's secret torture lab if @Gliven went missing - search here! (Mad's trap pit - part of the bunker lab) full stuck... missing collision I'll post T.O.'s screens later Edited June 28, 2017 by DarkSn4ke 1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 29, 2017 Share Posted June 29, 2017 (edited) @Madkill40 T.O.'s screenshots Spoiler GDI harvy stucks (sometimes) for ~1 sec after dumping hollow rock light... multiple stuck spots just a single crate spawn? stuck area near southern silo see above stuck spot between low wall and antenna Personally I won't proceed testing the current Frostbite version, I'll wait for the next release Edited June 29, 2017 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted June 30, 2017 Author Share Posted June 30, 2017 Thank you very much for the screens. How did they get on top of the 'submarine' @DarkSn4ke ? Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 30, 2017 Share Posted June 30, 2017 Erm... just walk/jump on the rock beneath it? I'll see if I find a screenshot. T.O. got more screenshots. Didn't download them from his FTP yet. Guess I'll post them until Sunday afternoon. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted June 30, 2017 Author Share Posted June 30, 2017 I have shaped collisions around that area, it is odd that it is accessible at all and I was sure I used the correct type of collisions settings for the volumes Quote Link to comment Share on other sites More sharing options...
limsup Posted July 1, 2017 Share Posted July 1, 2017 10 hours ago, Madkill40 said: How did they get on top of the 'submarine' @DarkSn4ke ? When I have the time, I shall update this imgur gallery with the OTHER path up here... Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted August 12, 2017 Author Share Posted August 12, 2017 Changes as of August 12th 2017 Terrain modification, middle of the map heightened Obelisk lowered Static meshes reduced Nod vehicle path converted into infantry path (Nod can no longer cut-midfield to their tib field from outside of their base) Nod infantry path converted into vehicle path (Nod now have an extra entrance for vehicles from base to tib-field) All volumes have been remade using 'geometry pen' Ice materials on some meshes have been modified Fixed reported issues thanks to 'Renegade X Testing' for their useful reports Widened vehicle mid-field area for better combat (near the over-snowed bunker) Increased fog Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted August 13, 2017 Share Posted August 13, 2017 @Madkill40 since you didnt react on Discord map is bugged. collisions are bugged... some weird ice cave monster eats any GDI vehicle as soon as they leave the WF check your collisions please Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted August 13, 2017 Author Share Posted August 13, 2017 I need to rebuild lights with just a normal directional anyway. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted August 14, 2017 Author Share Posted August 14, 2017 On 8/13/2017 at 9:44 AM, DarkSn4ke said: @Madkill40 since you didnt react on Discord map is bugged. collisions are bugged... some weird ice cave monster eats any GDI vehicle as soon as they leave the WF check your collisions please This is irritating. I have replaced and moved the WF. I have set volumes to 'no collision'. But despite all this, the Harvester STILL decides to spawn in the ground, as does any vehicle purchased. Halp me? @kenz3001 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted August 14, 2017 Share Posted August 14, 2017 maybe @Luhrian can be of assistance. he had a similar collisions "problem" on CliffSide Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted August 14, 2017 Author Share Posted August 14, 2017 I even deleted the volumes yet NOTHING. -.- Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted August 14, 2017 Totem Arts Staff Share Posted August 14, 2017 12 minutes ago, Madkill40 said: I even deleted the volumes yet NOTHING. -.- Rebuild geometry? Have you used BSP on the map? Then it could be the BSP Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted August 14, 2017 Author Share Posted August 14, 2017 3 minutes ago, TK0104 said: Have you used BSP on the map? Then it could be the BSP Gawd f~!k£n$ dammit Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted August 14, 2017 Author Share Posted August 14, 2017 21 minutes ago, TK0104 said: Rebuild geometry? Have you used BSP on the map? Then it could be the BSP I now have an subterranean Harvester... Quote Link to comment Share on other sites More sharing options...
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