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CNC - Forest


Luhrian

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  • Totem Arts Staff

 

Hey guys,

After 1 month since I installed the editor, I managed it to make a good design. After like 6 big failes, I made a good desgin.

But I don't talk sentimantal shit, you want to see some screens. Here they are. :)

 

 

 

 

  Reveal hidden contents

This map contains:

  • Refinery, Hand of Nod /Barracks, Airstrip/Weapons Factory
  • 2 Silos
  • 2 Infantry Paths
  • 2 Tank routes
  • Tiberium
  • Trees
  • More Trees
  • Deco shit

I hope you like it.

Mats are from CNC - Crash - Site

 

SPECIAL THANKS TO:  @kenz3001

                                      @Schmitzenbergh

                                      @Xtractor

                                      @Handepsilon

                                      @Ruud033

                                      @TK0104

 

Btw, I am sorry the Mammoth MKII is only for decoration. :(

What to do:

  • Collisions
  • little hills
  • gras/bushes
  • Paths
  • Lights
  • Subtleties
  • some more deco shit
  • Harvester routes
    Water
     

 

Edited by (Ger)Luhrian
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some things I see form the screenshots:

Texture scale on the river is too big.

The trees have too many different colors, I think all trees have a color parameter in their Material Instances so you can easily change that (create copies of them to your package and assign those to the trees).

The pipeline needs a forced LOD model of 0, so it keeps looking smooth instead of 6-sided.

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@DarkSn4ke

This is no Version for map testing. I have to fix the water and the light befor you can play this map.

 

@Henk

I added the Water only for the Screens. I will see what I can so at the other 2 points

Edited by (Ger)Luhrian
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Did you used a skylight in this map? If you did, I strongly suggest you remove it when you're done and fix shadows with world properties settings.

I understand it's not done yet :)

 

You can use CNC-Field for example (because it's a night map :P )

 

Good luck with finishing your map! Looking forward to it! :)

 

Regards,

 

Thommy

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  • 2 months later...
  • Totem Arts Staff

Yo guys,

long time that you heard something about this map. It is sad that I must say that I can't finish this map, because I can't build any lights on this map. But for me it is ok, I learned much while developing this map. But I want to show you some screens what I've done on this map.

 

  Reveal hidden contents

 

What would be special on this map?

The special things would be:

  • Tiberium Team Silo near base, not inside the base (is only killable with Infantry)
  • The Harvester is only killable for Infantry (not if you have 8 Flames or Meds in base, but I think you know what I mean)

 

DL-Link:  http://www.mediafire.com/file/p76hddqr91rwdxs/CNC-Forest.udk

WARNING: THIS VERSION IS ONLY FOR THE SDK, YOU CAN'T PLAY IT IN THE GAME

 

I want to say everyone who helped me with getting started with the SDK or get rid of some bugs.

But I hope you'll like my new map that is currently in progress.

So let's see that we can make some new and better maps.

 

 

 

 

Edited by Luhrian
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  On 3/11/2017 at 4:49 PM, Xtractor said:

Intereseting.. and you learned a lot :) ..if only i could learn as much  ...well.. :(

Anyway ..I guest you have a lot to tweak ,,sometimes we overlook few things while building the map ..here one that may have been unnoticed from you ;)

forestSS.thumb.jpg.2419102d55856c9a82506f067ede50c7.jpg

Expand  

I know about this buggy.I added many buggies in this map to be faster at Point A or B. In the final version it would be removed, but it isn't a final version. I don't even added some grass.

 

  On 3/11/2017 at 5:11 PM, TK0104 said:

@Luhrian Why are you not able to build lights for this map?

Expand  

If I try to build the lights, it is crashing always. At the moment I have one idea to fix it:

  • Open 2 editors
  • one the first editor you are opening CNC-Forest on the second you open a blank map
  • copy the landscape and the rocks (right click on a rock -> Select -> Select all with matching material) to the blank map
  • build lights

If you have sucess you can take the Tiberium, trees, and the other stuff and build lights between that.

Maybe we'll be lucky and it is working. The problem is, that it takes a lot of time. Time that I don't have at the moment. But maybe you have enough time to do that. It isn't forbidden to try it.

 

 

 

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"Lighting Results: Critical Error; No importance volume found - lighting build will take a long time."

oops.jpg.41a25ae2fbff10b72effa51eb12a1a60.jpg

I think this may just be my SDK/SwarmAgent with issues, although I'm sure I was able to build lights on Frostbite using the latest SDK.

  Reveal hidden contents

UnrealLightmass_BATTALION_D09176E04C7DA634F43885B19274D796.logFetching info...

Edited by Madkill40
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...Okay so I think I know the problem, you have more lights than any map I have ever seen (over 250 individual lights), I can see why I'm getting a "Low memory, cancel operation" message is appearing and why your lights won't build. Geezus. (12GB RAM is not enough)

 

Edit: 309 point lights.

Edited by Madkill40
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  • Totem Arts Staff
  • -Added Lightmass Importance Volume
  • -Fixed terrain around structures
  • -Paths have been built
  • -Moved blocking volume which was covering the Barracks and blocking the Barracks' spawn points
  • -Lights have been built
  • -Removed weird untextured geometry cubes.
  • -Reduced total number of lights
  • ¬-Rotated the direction of the DominantDirectionalLight a downwards so the terrain is visible (Still at an angle to coincide with the moon)

Download Link: https://1drv.ms/u/s!AkQOo2N5i06RnLZnwQhtuPXLUZIK4w

 

Still running into a Virtual memory issue (a guess based on the log) Okay @Ruud033, need you now. Is it just too many lights? (still over 250 pointlights)

UnrealLightmass_BATTALION_49C956B54F56730FDDE91AA13550F22F.logFetching info...

Edited by Madkill40
Light build failed, somebody else take over
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No. Once you hit 10.000+ it might be a question but 250 is nothing.

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Thats the error right there.

Try running the 64 bit version of the SDK. Also be sure to use the latest one.
Check how many light bounces you have in the world settings, set it to 3.

Check the trees and their lightmapresolution. I wouldnt be suprised if they're set to 64 or 128, hence the memory issue.

Make sure you have enough space on your hard drive.

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I reduced all of the trees lightmass down from 64 to 32 and the background foliage which surround the map down to either 16 or 24.

I just can't comprehend how this is the only map I've come across which causes a memory issue, even Ukill ran this map through a lighting build and the last message I received from him the lighting build for this map was using 24GB out of 32GB RAM... 

I wonder if those TS vehicles and the miniature scrin ship are causing some of these insane lighting build issues.

@Ukill, what was the end result of your lighting build?

Edited by Madkill40
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  On 3/13/2017 at 2:59 PM, Madkill40 said:

 

@Ukill, what was the end result of your lighting build?

Expand  

I thought i already did tell you, but i was unable to build the lighting, my pc with 16GB RAM will crash after some minutes. When i did use the PC with 32GB it did not crash but the process hangs at 0%, and I did not find any solution to build the map successful.

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  On 3/14/2017 at 4:37 AM, Ruud033 said:

Some still were at 64 and all background trees casted a shadow.. even the skeletal meshes casted a shadow (not needed).

I still had the error while rebuilding though. I'll look into it. 

Expand  

@Ruud033 Good luck! in the beginning it tried to solve all the map errors, and also did find out that a lot of meshes got shadows. But about the landscape, where does the grey area come from? is that a normal behavior?, i did try to put the landscape into the "sky"-environment, but did not find where to change it.

@Luhrian Did you change the properties of all the object after you placed them?

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So, I made some changes on this map (based on the version from @Madkill40):

  • changed the landscape material
  • removed shadows from the background trees
  • removed shadows from Skeletal Meshes
  • fixed some blocking volumes
  • added some more stuff to the map
  • removed the Tiberium Silos (will be replaced through @TK0104's Team Silos soon)

That's it. Thanks to all, who are supporting me to finish this map.

 

@Ukill be a bit more special, I don't really know wich objects you mean. But I can say you that I mostly changed nothing in the Actor Properties.

 

DL-Link: http://www.mediafire.com/file/ge0038gtse2ci5s/CNC-ForestV0.1.udk

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Found the issue..

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Set this to 1. If you really want to have very crisp details in your landscape (RenX is not worth it with the current graphics trust me) you could set this to 2.
Also, check your world settings. You need to set Rx_Game as a gametype and also as MapInfo.

The little things like the ship on the desk, the MKII on the desk and the light tanks on the desk also cast shadows, remember that!

To track where the expensive things are, use the "primitive stats" browser. It provides you with a list of things in your level and provides information about them. Most important here is that the 'cost' is determined by the amount*weight. So if you have 2 or 3 objects with a 1024 lightmapres it's not important.

  Reveal hidden contents

If you have 100001 trees with a lightmapres of 64 THAT is a thing what matters. 

You have a dark level so the shadows don't need to be that crisp. I think you can get away with 32 on every tree and maybe 64 on some spots.. depends on what you like as a result. Just try.

Remember; the bigger the lightmapres*amount-of-meshes, the bigger your map file size in MB.

  On 3/14/2017 at 3:57 PM, Ukill said:

@Ruud033where does the grey area come from? 

Expand  

What grey area? I only see water

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