iridesence Posted June 27, 2018 Author Share Posted June 27, 2018 nothing glorious to report on map progress yet. got done setting up some bounding boxes and collision areas. the invisible stuff and what not. Quote Link to comment Share on other sites More sharing options...
iridesence Posted July 2, 2018 Author Share Posted July 2, 2018 (edited) Tiberium nodes and volumes completed, but i seem to be having a new issue pop up with the harvesters. they make one pass at the tib collection and then just stay at the refinery after they make the first deposit of tiberium. this remained after making new paths over again. PT menu's done. also, for some reason i cant seem to get the manitee to work for me for making endgame cameras. Edited July 2, 2018 by iridesence Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted July 2, 2018 Totem Arts Staff Share Posted July 2, 2018 24 minutes ago, iridesence said: Tiberium nodes and volumes completed, but i seem to be having a new issue pop up with the harvesters. they make one pass at the tib collection and then just stay at the refinery after they make the first deposit of tiberium. this remained after making new paths over again. PT menu's done. also, for some reason i cant seem to get the manitee to work for me for making endgame cameras. Make sure all the lines that lead from the Ref to the Tib are white. Fix that by making enough space between the pathnode and the mesh. As for the endgame camera, follow this tutorial and check out the endgame camera mattinee in other maps. Quote Link to comment Share on other sites More sharing options...
iridesence Posted July 2, 2018 Author Share Posted July 2, 2018 (edited) 1st screenshot: GDI tiberium field. (complete) 2nd screenshot: center field (overland). rocks added, and terrain noise added. 3rd screenshot: Bunkers added just outside bay entrances to base for infantry to use as cover. Edited July 2, 2018 by iridesence Quote Link to comment Share on other sites More sharing options...
iridesence Posted July 2, 2018 Author Share Posted July 2, 2018 I also refrenced that tutorial, but i think im doing somthing wrong, as i cant get any lines to appear between cameras. Quote Link to comment Share on other sites More sharing options...
j0g32 Posted July 2, 2018 Share Posted July 2, 2018 42 minutes ago, iridesence said: I also refrenced that tutorial, but i think im doing somthing wrong, as i cant get any lines to appear between cameras. Make sure that you edit different key frames: select them in matinee, or hit enter to create a new one; in the editor window you will see a text in the top left corner in which key frame you are editing. Quote Link to comment Share on other sites More sharing options...
iridesence Posted July 6, 2018 Author Share Posted July 6, 2018 (edited) building my lights (good 2-4 hour process for this pc for some raisin.) and then i think I have a playable alpha version. added some minor decor to both bases. some small bugs done. temp minimap in for now (thanks @Madkill40 for that minimap work). still needs decals and advanced terrain texturing. (to be done after everything else is good and finished and working.) Edited July 6, 2018 by iridesence 1 Quote Link to comment Share on other sites More sharing options...
iridesence Posted July 6, 2018 Author Share Posted July 6, 2018 (edited) Well, here it is, my first open test of the map if people want to try it out: http://www.mediafire.com/file/y9bscjyx9o4a31b/C%26C-Bayside.rar Please be aware that decals and advanced ground textures are not in yet. Its my first map so I am expecting bugs and what not. edit: palm trees have no texture ingame (but do in the udk editor). aware of issue. trying to find out the issue to correct it. Edited July 6, 2018 by iridesence 3 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted August 18, 2018 Totem Arts Staff Share Posted August 18, 2018 @DarkSn4ke @limsup Someone want to test this map out? looks at limsup intensely Quote Link to comment Share on other sites More sharing options...
limsup Posted August 18, 2018 Share Posted August 18, 2018 We did. With Try-Out weeks ago. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted August 18, 2018 Totem Arts Staff Share Posted August 18, 2018 Just now, limsup said: We did. With Try-Out weeks ago. Did you ever reply to iri about it at all? Quote Link to comment Share on other sites More sharing options...
limsup Posted August 18, 2018 Share Posted August 18, 2018 No? We were expecting subsequent versions from the author. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted August 18, 2018 Totem Arts Staff Share Posted August 18, 2018 Just now, limsup said: No? We were expecting subsequent versions from the author. Well if no one ever replies, a seeming lack of interest from the community definitely doesn't boost the morale of a mapper ^^ 1 Quote Link to comment Share on other sites More sharing options...
iridesence Posted August 18, 2018 Author Share Posted August 18, 2018 (edited) its on the backburner for now until i can figure out how to solve some critical bugs i discovered. id rather figure them out myself so i haven't reached out to anyone yet. its not abandoned per say, its just not at my top priority atm, as i have other stuff that is holding my current attention. (both irl, and renx related) Edited August 18, 2018 by iridesence Quote Link to comment Share on other sites More sharing options...
limsup Posted August 18, 2018 Share Posted August 18, 2018 I am hardly the only one doing map testing. And as you are undoubtedly aware, my primary focus (or should I say "Eyes") at the moment rests with official maps. However, if the author has an updated version, it would need to be uploaded. If not, Try and I would compile a report on the version published a month ago. Quote Link to comment Share on other sites More sharing options...
limsup Posted August 18, 2018 Share Posted August 18, 2018 I recall several stuck spots, Harvester pathfinding issue and something about foliage... Will have a look again when possible... Quote Link to comment Share on other sites More sharing options...
iridesence Posted February 11, 2019 Author Share Posted February 11, 2019 once i get back from vacation here in a few weeks, i am going to try to take another shot at fixing stuff with this map, and do more touch-up passes. Bit of a waste to just leave this here 60% finished or so. if i still cant fix the bugs then ill prob use the ideas from this map experience towards.. another project. 3 Quote Link to comment Share on other sites More sharing options...
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