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[MAP] Frostbite Redux 1.2.5


Madkill40

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  • Totem Arts Staff
Frostbite Redux

Frostbite Redux


 

Frostbite Redux

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

Frostbite-Redux - Current Release State -

V 1.2.5

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

(See 'Downloads' page for the full changelog)

 


 

1.jpg

3.jpg

4.jpg

6.jpg

5.jpg

7.jpg

2.jpg

Edited by Madkill40
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  • 2 weeks later...

hello, i just wanted to say that i couldn't download this map through the launcher, i deleted this version as you told me. it stays at 0% for about 3 minutes and then the seeker will cancel itself and then a message comes up "Not all maps have been downloaded, would you like to launch the game anyways". so i hit yes and then it proceeded to download in game, got to about 5% and then the connection timed out. not sure what i'm doing wrong if anything, and any help would be appreciated.

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The in-game launcher will not be able to download a file of that size.

Try ensuring that the External game launcher has permission to go through your Firewall, including Windows Firewall.

And then double check.

otherwise download the map individually through the download page (click downloads at the top of this screen)

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2 hours ago, Mr.Dynamite said:

hello, i just wanted to say that i couldn't download this map through the launcher, i deleted this version as you told me. it stays at 0% for about 3 minutes and then the seeker will cancel itself and then a message comes up "Not all maps have been downloaded, would you like to launch the game anyways". so i hit yes and then it proceeded to download in game, got to about 5% and then the connection timed out. not sure what i'm doing wrong if anything, and any help would be appreciated.

It's your firewall, we already had many cases like this. Check your windows firewall 

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  • 5 weeks later...
  • 2 weeks later...
  • 3 weeks later...
  • Totem Arts Staff

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]

____________ __________ _____________ ______________ _______________

Edit: Please post all issues with the map in the WIP thread:

 

Edited by Madkill40
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  • 2 weeks later...

@Madkill40 as promised on TeamSpeak here are T.O.s screenshots:

and yeah... you forgot to add a lot of collisions / blocking volumes.

Collision related stuff:

Spoiler

16517e133181434489f74404a7993ac3.pngnear GDI ref

d3e318fd0ca24663b6eae768cb77af97.pngno vehicle blocking volumes here

c91989ac9ae442a09fbf8a61a90f880b.png

df2a62f1d52a47b2b3bf9646b7396105.png

333cea9445bd481b8427d2a58eb0e7e7.png

9bd58e175f89431a844edfecc206039a.pngnear Nod base

4fc5fe8687d941b8aa934d0d1e2cd3bc.png

90ce300658bc43788b98ffa0b9db6f7a.png

1e5302b553f94ce5a866de1d6863369d.png

f047161147b047e3b2e7f76cb0d21f35.png

eb133868ab84464b8361720663abaa21.pngyou can access that hill from here or from the end of strip

8815c03ec3054454b26ec8ba4af85763.pngblocked stairs

08bf67e37081456db559f3668c4e9326.png

0274ba223217434b9bd9098039c9adc0.png

Floating tree:

Spoiler

5f743e688727484f8ae124ed9815bb79.png

Stuck spots:

Spoiler

e7c87339915a430893e8205e5c03b9b2.pngnear stepway [multiple stuck spots there]

1e3a4c6434584676bfbc7707dc108241.png

5f4c9a03c33a4bf88fe50136c343a5b8.png

30bcef89563f44058b09bf14c3627f09.png

 

Hope that's it.

Regards,

Sn4ke

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@Madkill40 Update from T.O.:

Misc.:

Spoiler

7999d6b7d59e408aa774af7918381c80.pngT.O.: ask nBab for a better moon

b7d16bbf9b554fcd9dd84b311b1514ed.png

d9ecbf67877447c9a3e4e29e1e73e1d4.png

4b43c65f523444df83defe4b82a730f6.png

0e8af58c1b2b49a0a001c06b27df6283.png

a201673310a84c7fb274e6f654e891cc.png4 screens above: hollow rocks

9197ce6bd15d402297c5818181c95d93.pngmissing collision

23c2aacf03aa47178271accd7757a623.pngmissing collision

40fb522eee3b4415a4501d6e2a88a1ad.pngT.O.: new suicide cannons dom't work [Sn4ke: dunno what that is ^-^]

4b39b13240d749a5a82aaa600adf4ade.png

08f901b66e6f448e84ff7a48bc3f92d9.png

154882fa78be4436b5467397b9315407.png

a0f8a7802f1b4e36b0f3845c0fa66ecd.png

9f4b6f520f8e4c8f890daaafad557fce.png

18658f500bf2452e93167527807e4ccb.pngseveral stuck spots above

Sneaky stuff:

Spoiler

0062c499bb1f497ab6b32defaf5484d9.pngGDI PP got GT protection, Nod PP not..

d8c7014394554be0ab6b5ed577f3d128.pngGDI sneakers can access HoN trhough windows. intended?

 

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  • 1 month later...
  • Totem Arts Staff

Pictures included.

 

Changes as of 30 January 2017:

  • Lighting has been reworked for a better nighttime effect.
  • Fog is now less dense.
  • Minor details across the map have been tweaked.
  • Reported issues (Collisions, stuck spots etc.) have been fixed.
  • New, 99% functional minimap; remade and reapplied.
  • Bases have been decorated.
  • New 'procedural' night sky.

To Do:

  • Decorate more / tweak Weather
  • Add the Moon
  • Redo Endgame Cam [Keep forgetting]
  • Fix reported issues

 

Untitled-6.jpg

Untitled-7.jpg

Untitled-8.jpg

Untitled-2.jpg

Untitled-3.jpg

Untitled-4.jpg

Untitled-5.jpg

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  • Totem Arts Staff

So the new skybox has messed itself up somehow.

Joys.

Edit: Those new prefabs also didn't make it, looks like I should have included the prefab file with them in it.

Fixed skybox.

Included the new prefabs within the downloadable directory.

Everything is good again.

Edited by Madkill40
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Hey, so I've checked out your map, it has improved a lot since the first release, well done! It looks awesome and feels way better in terms of gameplay than before.

Here's my feedback; (don't mind the missing items since i didnt copy over your prefab package);

Spoiler

Rock isnt properly showing material; http://prntscr.com/e6ohb5

Background rocks have collision, turn it off http://prntscr.com/e6oigr

Check that for yourself by using the Rigid body view mode; http://prntscr.com/e6oitj

Missing a piece of fence and some floating ones near comcenter; http://prntscr.com/e6ok0c

Since you have all blue tiberium in your level, i'd suggest you override the silo material to have a blue-look; http://prntscr.com/e6on1s

You also have 2 static meshes on top of eachother on the silo, delete the overlay-one and I'd suggest you override the exterior material with your own; http://prntscr.com/e6opkp
(Personally think you're better off making a new material but ok, your choice.

Maybe add small radius blue lights near the crystals? with like a brightness of 5 or so to compensate for the contrast? ; http://prntscr.com/e6oqh2
Nice purple glow btw.

Kind of funny to see how every tree has the same scale, maybe add some variation to this?; http://prntscr.com/e6or9j

All your trees have a lightmap resolution of 64 because you copied the Under-tree over. http://prntscr.com/e6os25
There is no issue in this, but if you want to reduce light-build time and save up MB's in your map, I'd suggest you select all trees in your map and do this: http://prntscr.com/e6otfx

Same goes for your rocks which you are using, you have a whopping 128 lightmap res! Damn this is high. http://prntscr.com/e6ou7d
Try setting this to 64 as a start, and maybe even 32 if it looks right, by overriding the lightmapresolution. http://prntscr.com/e6ovoi

Same goes for these dead trees.. they don't cast much of a shadow, might put it to 32 or even 16. http://prntscr.com/e6owa2

You can also override the refinery materials to have a blue-look. Look at the refinery in Arctic Stronghold next patch (or i'll make a very long spoiler if you like apart from this one) http://prntscr.com/e6p0we

Basalt rock has no snow on it; http://prntscr.com/e6p23a

Cut the range of this spotlight, it's shining on places where not needed, creating lightmaps and thus MB's and build-time; http://prntscr.com/e6p3zt

Good luck on finishing this! Looks promising!

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3 hours ago, Ruud033 said:

Hey, so I've checked out your map, it has improved a lot since the first release, well done! It looks awesome and feels way better in terms of gameplay than before.

Here's my feedback; (don't mind the missing items since i didnt copy over your prefab package);

  Reveal hidden contents

Rock isnt properly showing material; http://prntscr.com/e6ohb5

Background rocks have collision, turn it off http://prntscr.com/e6oigr

Check that for yourself by using the Rigid body view mode; http://prntscr.com/e6oitj

Missing a piece of fence and some floating ones near comcenter; http://prntscr.com/e6ok0c

Since you have all blue tiberium in your level, i'd suggest you override the silo material to have a blue-look; http://prntscr.com/e6on1s

You also have 2 static meshes on top of eachother on the silo, delete the overlay-one and I'd suggest you override the exterior material with your own; http://prntscr.com/e6opkp
(Personally think you're better off making a new material but ok, your choice.

Maybe add small radius blue lights near the crystals? with like a brightness of 5 or so to compensate for the contrast? ; http://prntscr.com/e6oqh2
Nice purple glow btw.

Kind of funny to see how every tree has the same scale, maybe add some variation to this?; http://prntscr.com/e6or9j

All your trees have a lightmap resolution of 64 because you copied the Under-tree over. http://prntscr.com/e6os25
There is no issue in this, but if you want to reduce light-build time and save up MB's in your map, I'd suggest you select all trees in your map and do this: http://prntscr.com/e6otfx

Same goes for your rocks which you are using, you have a whopping 128 lightmap res! Damn this is high. http://prntscr.com/e6ou7d
Try setting this to 64 as a start, and maybe even 32 if it looks right, by overriding the lightmapresolution. http://prntscr.com/e6ovoi

Same goes for these dead trees.. they don't cast much of a shadow, might put it to 32 or even 16. http://prntscr.com/e6owa2

You can also override the refinery materials to have a blue-look. Look at the refinery in Arctic Stronghold next patch (or i'll make a very long spoiler if you like apart from this one) http://prntscr.com/e6p0we

Basalt rock has no snow on it; http://prntscr.com/e6p23a

Cut the range of this spotlight, it's shining on places where not needed, creating lightmaps and thus MB's and build-time; http://prntscr.com/e6p3zt

Good luck on finishing this! Looks promising!

I worry that you're missing the ice materials which are in the RX_package.

I tried to copy the prefabs into the RX_Package but that didn't work so I'm guessing this is not the same as "Convert to normal actors".

Additionally, may have been better to have posted this into the Frostbite_Redux thread instead.

That aside, thank you very much for this with the images as well it is a massive help! These are the things I just have no awareness of until somebody such as yourself highlights them. All good! Once the theatre Production I'm tech'ing is over and done with Frostbite will be back on the agenda of updating.

I've also got 32 collision issues as well apparently. 

Edit: If a forum mod could move Ruude's two posts and this post to the Frostbite 'Releases' thread that'd be very useful too. :) 

Edited by Madkill40
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Spoiler

AllThisBiggerFrozenTreesHasNoCollision.j


BackAndFrontdoorInHONareSloping.jpg


BadCollisionNearNOD-PP_WatchTower.jpg


BadCollisionNearRock.jpg


BadCollisionOnThisRock1.jpg


BadCollisionOnThisRock2.jpg


BadSpawnPoint%20inNOD-Ref.jpg


BlackGroundNearSilo.jpg


BunkerIsBlockedFor%20Inf.jpg


CantClimbLadderOnAllWatchTowers.jpg


CantClimbTheLadder.jpg


CollisionIsNotSameLikeTheWall.jpg


FloatingWall.jpg


HideInAndStuckSpotBehindGDI-Ref.jpg


HoleInGround.jpg


HullOfBuildingHasNoCollisionGDIandNOD-Si


MissingCollisionBehindNOD-PP_WatchTower.


MissingCollisionNearGDI_Base(South).jpg


MissingCollisionOnThatFundaments.jpg


NoCollisionOnBiggerChrystalls.jpg


NoEnergeticProgressInBothPP.jpg


NoFlamesInBothRef.jpg


OBI_ChrystallisAbitWrong.jpg


PlsReworkAreaBetweenGDI-BaseAndSilo.jpg


RockRemovedButCollisionNearGDI-TibField.


RocksNeedsRework_bothSidesOfThisTunnel.j


StuckInThisHole.jpg


StuckNearCommCentre.jpg


StuckNearWatchTower-GDI-HarvestTib-Field


StuckSpot1.jpg


StuckSpot2.jpg


StuckSpot3.jpg


StuckSpot4.jpg


StuckSpot5.jpg

StuckNearDefectSilo.jpg


StuckSpotCloseToBunkerToGDI-Base.jpg


SydneyInTheAir.jpg


WhereAreMinesIsAbadInf-Blocking.jpg

37  38 screens (though some are double, as both fractions are affected) So far just a copy-paste from Trys FTP. I'll comment the screens later. (or you just check the file-URL to see Trys file names :P)

Happy fixing @Madkill40

Regards,

Sn4ke

*edit: another stuck spot found xD

Edited by DarkSn4ke
added another stuck screen
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  • Totem Arts Staff

Changes as of 19 February 2017:

  • Re-textured environment static meshes
  • Fixed some collisions
  • Reduced fog
  • Some optimization modifications
  • Re-scaled trees
  • Changed silo textures
  • Reduced Nod Tiberium crystal sizes
  • Endgame cam changed (But evidently broken)

 

Edited by Madkill40
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  • 3 weeks later...
  • Totem Arts Staff

New version of Frostbite has been released. 

Changes as of March 06 2017:

  • Added rocks to mid-GDI side in order to mask the Weapons Factory to decrease Arty-Party tactic
  • Swapped Hand of Nod and Nod Refinery around
  • Added additional rocks to mask incoming GDI vehicles from the Obelisk's sight on both the left and right vehicle paths
  • Smoothed out the terrain throughout the map
  • Ice-cave bridge has been remade
  • Tiberium crystals have been reduced in size
  • Fix prefab props' collisions (and hopefully their corresponding kismet should function)
  • Added blocking volumes above all ladders to avoid infantry being propelled into the sky
  • Fixed Obelisk's crystal (hopefully)
  • Fixed Hand of Nod's wonky doors (hopefully)
  • Fixed missing textures on some meshes
  • Fixed mid-battlefield bunker to allow infantry whilst still blocking out vehicles
  • Fixed Nod's side-infantry path (by the Obelisk)
  • Terrain and mesh changes have been made to Ice-cave entrance (Nod Base) 
  • Fixed GDI wall by GDI Ice-cave entrance [This should hopefully remove the weird damage issue that was occurring as well]
  • Misc changes~

To Do:

  • Decorate more / tweak Weather
  • Redo Minimap
  • Add the Moon
  • Fix Endgame Cam
  • Fix reported issues

 

Edited by Madkill40
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  • 5 weeks later...
  • Totem Arts Staff

We have reached the point of done. Any further amendments made can be done when there is time to do so but as it stands (minus the loading screen) Frostbite is much ready to go in a patch. 

Changes as of April 05 2017:

  • Modified Fog
  • Improved Weather
  • Cleaned up pathnodes
  • Cleaned map of untextured meshes
  • Fixed EndGame Cam
  • Fixed moon [Potentially]
  • Fixed reported issues
  • Modified collisions in some areas
  • Minimap redone and sorted
  • Weather has been set
  • Created a few blindspots for the Obelisk

To Do:

  • Decorate environment a little more
  • Create Loading Screen
  • Fix moon if it is not fixed (bastard moon)
  • Fix future reported issues

Note: When playing on Frostbite, avoid the middle of the map if you're in a vehicle. ;) 

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On 4/5/2017 at 6:12 PM, Madkill40 said:

We have reached the point of done. Any further amendments made can be done when there is time to do so but as it stands (minus the loading screen) Frostbite is much ready to go in a patch.

Have you managed to fix the ABSURDLY long loading time for shader building on the server?

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  • Totem Arts Staff
10 hours ago, Fffreak9999 said:

Have you managed to fix the ABSURDLY long loading time for shader building on the server?

It is not as long as before... Although in the server log... 

sdddd.thumb.jpg.e88453cde68e0f84ed574bc1cfb6e0bc.jpg

"for platform PC-D3D-SM3,"

I may want to just delete the old landscape materials from the RX package but other than that, I'm not sure what is causing this.

Not sure why my 'MOON1' has such an issue.

Frostbite will need optimization. Help plz.

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  • Totem Arts Staff

Frostbite-Redux - Release State - V.99 : "Finally, back to this point again"

Changes as of April 07 2017:

  • Moon is in place and has been fixed. [At. Long. Last.]
  • Terrain has been smoothed out.
  • Terrain in the GDI base has been leveled. [Less dips]
  • Additional blind-spots added to prevent Obelisk WTFRange.
  • Added a lookout point to further disadvantage the Nod PP from MRLS'
  • Culled a few static meshes.
  • Overridden and lowered over 1000 StaticMesh's LOD's. [24 - 28]
  • Moved Nod watchtower to overlook the Ice-cave entrance/exit.
  • Nod Tiberium Refinery and Nod Airstrip have been moved slightly further apart to avoid BDD. [Beacon Double-Destruction]
  • Resolved some collision issues such as hiding within meshes and being able to get stuck.
  • Replaced all Nod walls with non-fractured versions.
  • Added emitters for the Refinery's and the Power Plant's
  • Set the vehicle limit to '11' as originally intended.
  • Increased airstrike timer from 30 - 42. [Mountainous area, airstrikes take that little bit longer]
  • Increased width at the front Nod-base entrance. [Path which leads directly to the Obelisk]
  • Misc changes.

To Do:

  • Decorate environment some more.
  • Create a Loading Screen.
  • Fix future reported issues. [Forever existing]

 

 

Edited by Madkill40
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  • Totem Arts Staff

V1 is here.

Changes as of April 10 2017:

  • Environment decorated
  • Collisions fixed
  • Walls fixed
  • Sounds fixed
  • GDI Harvester fixed
  • Comm Center will no longer detect players inside their own base
  • Hello Frostbite V1.0.0.0
  • New Gallery

2.thumb.jpg.60a60b87ebf9b10e314c52141a929599.jpg

4.thumb.jpg.05099176859c3a097b6cc5e865f65c5e.jpg

5.thumb.jpg.d525698c6cbf8c9b1329677e24fad09f.jpg

3.thumb.jpg.e25b08f114f81fc258736c7e86a60eb9.jpg

6.thumb.jpg.2761ef94d666e7d48197614429662f4c.jpg

7.thumb.jpg.0df2f64dc442b681136bd5080606455d.jpg

1.thumb.jpg.770ec9ecd328af4fb0528606f2732006.jpg

Edited by Madkill40
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  • Totem Arts Staff

Legit.

For realz.

Optimized. 

Frostbite is as ready as any other official map could be for a proper release. @yosh56

Frostbite is definitely going to put up a fight against the 30v30 nemesis.

Just needs developer review and approval from this point on before we can maybe see it in the official releases.

@Ruud033 98% static meshes are set to BSP and lighting tickboxes have been unticked. Skybox ticks are unticked. Outside playing area SMs have no collisions and lighting tickboxes unticked.

After following a tutorial on optimizing I don't quite know what else I can do on the optimization front.

If you can find a way to delete the 'Prefab' sequence from the kismet that would be terrific.Also, @Ruud033 if you could explain what the "failed to compile material instance" d3d9 platform error, (see the log in the post above) then feel free to help me out there as well.

Edited by Madkill40
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13 hours ago, Madkill40 said:

If you can find a way to delete the 'Prefab' sequence from the kismet that would be terrific.Also, @Ruud033 if you could explain what the "failed to compile material instance" d3d9 platform error, (see the log in the post above) then feel free to help me out there as well.

Can't delete the prefab sequence, thats a UDK error. It'll just sit there forever, empty, alone.

The D3D9 compile error has got something to do with 3 pieces of landscape I think. You could try to simplify the shader and check out where the error leads to but I'd just ignore it.

On 7-4-2017 at 2:37 AM, Fffreak9999 said:

Have you managed to fix the ABSURDLY long loading time for shader building on the server?

Can't fix this as easy as you might guess. You have to simplify the used shaders in the map in order to cut the building time. We don't use cooked packages so can't pre-compile shaders. Simplifying shaders will come at a prettyness-cost though.

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  • Totem Arts Staff
1 minute ago, Ruud033 said:

Can't fix this as easy as you might guess. You have to simplify the used shaders in the map in order to cut the building time. We don't use cooked packages so can't pre-compile shaders. Simplifying shaders will come at a prettyness-cost though.

Yeah, my SMs are a lot more crisp with their snow to ice ratio. But that's okay. 

The load time after the first initial 'big load' has been massively reduced.

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  • Totem Arts Staff
17 minutes ago, Ruud033 said:

I was referring to the shader complexity, not the lightmapresolution ;) 

Well then... 

Feel like telling me what's wrong with my PreviewVid not showing up as the Loading Screen for Frostbite? All the video settings are the same as Crashsite/Canyon's video settings: Example attached.

CNC-Frostbite.mp4

On 12/7/2016 at 4:13 PM, TK0104 said:

How to make a Preview Video / Loading Screen

Well at the moment we can't do this because the maker of the map Loading Screens (Glacious) is the only person who can make it with these layers with the mapname and 'Establishing Battlefield Control' loading stuff. Maybe you could ask him to make one

Unless this is still the case?

Edited by Madkill40
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  • Totem Arts Staff

I should have been more specific, the video does play in the Launcher (even if the resolution is 1080p), however I am struggling to make the same video work as a Loading Screen for when the map is loading, in which case I have scaled down the PreviewVid to 320x180px but it does not show the PreviewVid 'CNC-Frostbite'. (See attached example)

@TK0104

CNC-Frostbite.mp4

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  • Totem Arts Staff
1 hour ago, Madkill40 said:

I should have been more specific, the video does play in the Launcher (even if the resolution is 1080p), however I am struggling to make the same video work as a Loading Screen for when the map is loading, in which case I have scaled down the PreviewVid to 320x180px but it does not show the PreviewVid 'CNC-Frostbite'. (See attached example)

@TK0104

CNC-Frostbite.mp4

Preview Video and Loading Screen Movie are two different files. The loading screens you see when a map loads can be found in / your RenX folder / UDKGame / Movies. And that file type is not MP4, but a BIK file.

 

I hope this is what you mean...

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  • Totem Arts Staff

Okay. That is now sorted. 

Changes as of April 11 2017

  • Last minute collision/volume/pathnode tweaks
  • Added PreviewImage
  • Re-added PreviewVideo for Launcher
  • Added LoadingScreen_CNC-Frostbite.bik [Map header and loading bar effects not included]

I no longer have a need to touch'up or do anything else. [Honestly.]

Map is done and all that jazz, I really just wanted to include a loading screen which evidently also reminded me to do the preview image.

no more sudden patch updatey thingys. Frostbite. Now. Done.

 

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@Madkill40

Spoiler

StuckBetweenWallAndAntenna.jpg

stuck (reticle)
StuckNearWall.jpg

stuck
StuckNearGDI-InfPath.jpg

stuck (near GDI inf path)
StuckAreaNearSouthSilo2.jpg

stuck area near southern silo
StuckAreaNearSouthSilo.jpg

stuck area near southern silo
LightNotOnLamps.jpg

that lamp :D light beams need a fix
OnlyOneCrateSpawnPoint.jpg

just a single crate spawn on the map
HideInAndStuckBehindGDI-Ref-GT.jpg

bad collision near GDI Ref GT (incl. stuck location)
HollowRock.jpg

hollow rock
FloatingLanternFundament.jpg

floating foundation
FloatingLanternFundament2.jpg

floating foundation

 

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