Madkill40 Posted September 14, 2016 Share Posted September 14, 2016 (edited) 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) Submitter Madkill40 Submitted 09/14/2016 Category Levels Edited August 12, 2017 by Madkill40 Update 1 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 20, 2016 Author Share Posted September 20, 2016 (edited) del Edited April 10, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted October 1, 2016 Author Share Posted October 1, 2016 (edited) del Edited April 10, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Mr.Dynamite Posted October 4, 2016 Share Posted October 4, 2016 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. Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted October 4, 2016 Share Posted October 4, 2016 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) Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted October 4, 2016 Author Share Posted October 4, 2016 1 hour ago, Fffreak9999 said: otherwise download the map individually through the download page (click downloads at the top of this screen) That won't work as the Frostbite in the downloads section is not the same Frostbite that is presently on the server. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 4, 2016 Share Posted October 4, 2016 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 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted November 4, 2016 Author Share Posted November 4, 2016 (edited) Update: Redesigned centerpiece. Even more places for Infantry whilst I've been reducing mesh proportions. You can now see into the ice-cave from above. Edited November 4, 2016 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted November 16, 2016 Author Share Posted November 16, 2016 (edited) Pretty much slowly scaling the map down in the everything and overhauling the bases. The bare bones of the new GDI base: [Infantry cave still exists, infantry can now go over more of the above middle section of the map. Edited November 16, 2016 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted November 16, 2016 Share Posted November 16, 2016 just found another missing collision on the old version not that it matters anymore.. Good luck with the re-design Madkill! 3 GTs / Turrets for the new version? Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted November 16, 2016 Author Share Posted November 16, 2016 You will have a whole new list of issues to find in the redux version I assure you. 3 GTs looks to be the theme for the redux. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted December 2, 2016 Author Share Posted December 2, 2016 Changes as of 02 December: Reduced map size Overhauled map due map size reduction Leveled terrain To Do: Fix custom textures in map Decorate More stuff Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted December 4, 2016 Author Share Posted December 4, 2016 (edited) 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 December 4, 2016 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted December 12, 2016 Share Posted December 12, 2016 @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 near GDI ref no vehicle blocking volumes here near Nod base you can access that hill from here or from the end of strip blocked stairs Floating tree: Spoiler Stuck spots: Spoiler near stepway [multiple stuck spots there] Hope that's it. Regards, Sn4ke Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted December 13, 2016 Share Posted December 13, 2016 @Madkill40 Update from T.O.: Misc.: Spoiler T.O.: ask nBab for a better moon 4 screens above: hollow rocks missing collision missing collision T.O.: new suicide cannons dom't work [Sn4ke: dunno what that is ^-^] several stuck spots above Sneaky stuff: Spoiler GDI PP got GT protection, Nod PP not.. GDI sneakers can access HoN trhough windows. intended? Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted December 14, 2016 Author Share Posted December 14, 2016 9 hours ago, DarkSn4ke said: @Madkill40 Hide contents GDI PP got GT protection, Nod PP not.. Nod PP is more open than GDI PP to the rest of the base, difficulty is intended for both PPs. Nod must kill GTs if they want to stealth better. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted January 29, 2017 Author Share Posted January 29, 2017 All reported issues have been fiixed Many small alterations have been made to the map Decoration in-progress... 1 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted January 30, 2017 Author Share Posted January 30, 2017 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 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted January 30, 2017 Author Share Posted January 30, 2017 (edited) 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 January 30, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Hohndo Posted February 9, 2017 Share Posted February 9, 2017 I'm still down for everyday unless something comes up I don't know about right now. I think there might be a Saturday in March I'm busy but I don't remember which or if I'll even follow through with that. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted February 9, 2017 Share Posted February 9, 2017 Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted February 9, 2017 Share Posted February 9, 2017 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! Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted February 9, 2017 Author Share Posted February 9, 2017 (edited) 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 February 9, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted February 10, 2017 Totem Arts Staff Share Posted February 10, 2017 (edited) - Edited February 10, 2017 by TK0104 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted February 13, 2017 Share Posted February 13, 2017 (edited) Spoiler 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 ) Happy fixing @Madkill40 Regards, Sn4ke *edit: another stuck spot found Edited February 13, 2017 by DarkSn4ke added another stuck screen 1 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted February 13, 2017 Author Share Posted February 13, 2017 I tried really hard to get the minimap right but it just won't do what it's supposed to do as in it either doesn't fit properly into the overview map when pressing 'M' or it just doesn't align right to the players' position, it's incredibly irritating. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted February 19, 2017 Author Share Posted February 19, 2017 (edited) 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 April 10, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted February 19, 2017 Totem Arts Staff Share Posted February 19, 2017 Some bugs from CMG Missing Material inside Refinery Mesh is here twice, one textured, one not Landscapes doesn't match well (Check @kenz3001 Canyon series for the fix) Video Bugs: Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted February 19, 2017 Share Posted February 19, 2017 2 hours ago, TK0104 said: Video Bugs: maybe I should show you how to get on top of non_fly refineries you've missed the important section there [but that's good. no need to show that in public] Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted March 7, 2017 Author Share Posted March 7, 2017 (edited) 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 April 10, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted April 5, 2017 Author Share Posted April 5, 2017 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. Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted April 7, 2017 Share Posted April 7, 2017 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? Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted April 7, 2017 Author Share Posted April 7, 2017 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... "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. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted April 8, 2017 Author Share Posted April 8, 2017 (edited) 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 April 10, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted April 10, 2017 Author Share Posted April 10, 2017 (edited) 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 Edited April 10, 2017 by Madkill40 1 Quote Link to comment Share on other sites More sharing options...
j0g32 Posted April 10, 2017 Share Posted April 10, 2017 Nice, very colourful for a snow map Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted April 10, 2017 Author Share Posted April 10, 2017 (edited) Additional changes as of April 10 2017: Fix-Fixed GDI Harvester Clean up left over meshes Removed Moon Sounds fixed Prefabs un-prefabbed Pathnodes cleaned Optimized Fixed collision of a certain 'tree' Edited April 10, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted April 10, 2017 Author Share Posted April 10, 2017 (edited) Additional changes as of April 10 2017 FIXED STUPID GDI HARVESTER Added PreviewVid v1.0.0.2 Edited April 11, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted April 11, 2017 Author Share Posted April 11, 2017 (edited) 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 April 11, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted April 11, 2017 Share Posted April 11, 2017 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. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted April 11, 2017 Author Share Posted April 11, 2017 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. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted April 11, 2017 Share Posted April 11, 2017 1 minute ago, Madkill40 said: 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. I was referring to the shader complexity, not the lightmapresolution Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted April 11, 2017 Author Share Posted April 11, 2017 (edited) 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 April 11, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted April 11, 2017 Totem Arts Staff Share Posted April 11, 2017 @Madkill40 Launcher Preview Video can be made by yourself. As long you use the right size (In this case 320x180) Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted April 11, 2017 Author Share Posted April 11, 2017 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 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted April 11, 2017 Totem Arts Staff Share Posted April 11, 2017 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... Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted April 11, 2017 Author Share Posted April 11, 2017 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. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted April 21, 2017 Share Posted April 21, 2017 @Madkill40 Spoiler stuck (reticle) stuck stuck (near GDI inf path) stuck area near southern silo stuck area near southern silo that lamp light beams need a fix just a single crate spawn on the map bad collision near GDI Ref GT (incl. stuck location) hollow rock floating foundation floating foundation 1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted August 2, 2017 Share Posted August 2, 2017 (edited) CT testing server is currently out of date but whenever you try to join you'll get a weird mission screen Mission: "Find and rescue General Fobby" Remaining time: 99999 then: d/c and the screen above @Madkill40 Edited August 2, 2017 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
limsup Posted August 2, 2017 Share Posted August 2, 2017 Dunno, for me it works fine Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.