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Posted: Fri Jun 16, 2006 7:00 pm
by DW_Wraith
Sure, that would be great Zeus...
Posted: Fri Jun 16, 2006 10:01 pm
by zeus
DW_Wraith wrote:Sure, that would be great Zeus...
Sent to your linked email. Hopefully yahoo doesn't barf on the zip file...
Posted: Sat Jun 17, 2006 6:04 pm
by DW_Wraith
Got the map Zeus, I will check it later tonight...
OK, I posted the second beta of the ONS-ArcticConquestion-DeuxBeta-B map. It addresses most peoples concerns about the first beta, nodes 7 & 8 moved to a new location, quonset's have 25% wider doorways, (bots can take them now), bot pathing is done, and vehicle placements are made.
What I would like to know is whether you feel there is enough vehicles, and whther the right type of vehicles (for the most part) are in the map. Its more a vehicle, and not a raptor or manta map, thought it has a couple of manta's and I believe a raptor or two. I will add some flak guns, as I just remembered this right now. (lol). I also added an igloo, let me know whether to keep it or trash it.
Hopefully if the map doesn't need much more done to it, we can put the final beta version on the server for everyone to play. Thanks for all your input and comments.
Wraith
For those that can't find the downloads section, here is the link:
http://www.clandw.com/Download/index.php?dir=Onslaught/
Posted: Sun Jun 18, 2006 12:21 pm
by DW_Wraith
Zeus: I looked at your map. I love the texture you used for the hills and mountains. When I tried playing it the first time, I fell through the terrain for some reason. I went back and did the "rebuild all" in the editor and then everything was fine.
The building you created were really nice, and I know it was alot of painstaking work on your part for the roof. I couldn't believe you actually had individual tiles on the roof. Perhaps you didn't think of this, but what you could do is make a bsp square to cover one side of the roof, from the peak of the roof to the bottom of the roof and then when you put the tile texture on it, just right click and do a properties on the top side of the square, and tell the editor to tile the square so that you have for example 32 tiles across and 32 tiles down. You'll find the ability to do this under the "Pan/Rot/Scale" tab. After getting the top,sides and bottom of your bsp square made, you can convert it to a static mesh, and then duplicate it and your done. Not only does this make it easier for you, it also means less work for the game when figuring out collision, as it only has to figure the one piece, vs the 1024 individual pieces it would have to calculate.
I like what you have done so far. If you have any questions, let me know.
Posted: Sun Jun 18, 2006 1:58 pm
by zeus
DW_Wraith wrote:Zeus: I looked at your map. I love the texture you used for the hills and mountains. When I tried playing it the first time, I fell through the terrain for some reason. I went back and did the "rebuild all" in the editor and then everything was fine.
The building you created were really nice, and I know it was alot of painstaking work on your part for the roof. I couldn't believe you actually had individual tiles on the roof. Perhaps you didn't think of this, but what you could do is make a bsp square to cover one side of the roof, from the peak of the roof to the bottom of the roof and then when you put the tile texture on it, just right click and do a properties on the top side of the square, and tell the editor to tile the square so that you have for example 32 tiles across and 32 tiles down. You'll find the ability to do this under the "Pan/Rot/Scale" tab. After getting the top,sides and bottom of your bsp square made, you can convert it to a static mesh, and then duplicate it and your done. Not only does this make it easier for you, it also means less work for the game when figuring out collision, as it only has to figure the one piece, vs the 1024 individual pieces it would have to calculate.
I like what you have done so far. If you have any questions, let me know.
Interesting... I rebuild the whole thing every time I test it. I don't know why I keep falling through. I have noticed, it is always on a steep slope, which there are a lot of and I have buillt up some velocity.
The roof was actually not too bad. The floor is done the same way. They are all tiles. The thinking was that I could pull out select tiles and make it look like ruins. Plus, since they are static meshes the memory requirement was pretty low.
However, I did not like the ratios I came up with. Plus, it added a lot more triangles than I wanted by having a bunch of tiles. The biggest problem, however, is the lighting on the textures. The way that unreal lights each block is silly. So, what would happen is each one of those blocks would be shaded on the left and light on the right. Nornally, shading would be very smooth..
I have already built new static meshes that are big peices. That way the shading looks more natural and there are many less triangles. Plus, they follow the golden rectangle very closely like a real greek structure would. Not that a ONS player zipping by in manta would care much about that, but it makes me feel better. ;)
Posted: Sun Jun 18, 2006 6:05 pm
by DW_Wraith
I'll have to check out out a steep area, maybe thats why I fell thru the first time, but the second time, I was just walking around, and since I didn't fall through, thought that that was what was needed....
Posted: Sun Jun 18, 2006 8:56 pm
by zeus
DW_Wraith wrote:Got the map Zeus, I will check it later tonight...
OK, I posted the second beta of the ONS-ArcticConquestion-DeuxBeta-B map. It addresses most peoples concerns about the first beta, nodes 7 & 8 moved to a new location, quonset's have 25% wider doorways, (bots can take them now), bot pathing is done, and vehicle placements are made.
What I would like to know is whether you feel there is enough vehicles, and whther the right type of vehicles (for the most part) are in the map. Its more a vehicle, and not a raptor or manta map, thought it has a couple of manta's and I believe a raptor or two. I will add some flak guns, as I just remembered this right now. (lol). I also added an igloo, let me know whether to keep it or trash it.
Hopefully if the map doesn't need much more done to it, we can put the final beta version on the server for everyone to play. Thanks for all your input and comments.
Wraith
For those that can't find the downloads section, here is the link:
http://www.clandw.com/Download/index.php?dir=Onslaught/
Just played it.. It is better now that nodes 8 and 7 are not within a direct shot of the core. However, noes 9 and 13 are going to be tough to hold onto because 8 and 7 are right there.
Is it possible to turn down the distance fog or is going to hurt performance too much? I notice that a bot was hitting a node in a cicada and I could not see it because of the fog.
You may want to stick a couple of fast vehicles at nodes 3 & 4. I have a feeling that this is going to be the main attack point because of the ways the other core nodes are laid out. And there is a big hill to climb! ;) Of course, I will probably be proven wrong, but my .02 cents.
Posted: Sun Jun 18, 2006 11:32 pm
by DW_Wraith
Good points Zeus. For now, I will see about optimizing the map a bit more. I'm afraid if the fog is reduced, that it will run too slow with 32 players. Sometimes if you can't see the vehicle thats shooting a node, you still can lock onto it with an Avril. Hopefuly there won't be any bots when the map is being played. (smile.) I'll keep your points in mind. Thanks for the info.
Posted: Mon Jun 19, 2006 1:13 pm
by zeus
DW_Wraith wrote:I'll have to check out out a steep area, maybe thats why I fell thru the first time, but the second time, I was just walking around, and since I didn't fall through, thought that that was what was needed....
Go to the top of the center mountain and slide off the edge. Then press backwards like you are trying to slow down. I can get it almost every time. I found this on the wiki, which is a little disconcerting...
Foxpaw: Just thought I'd toss in my two cents.. The reason stuff is falling through the floor is probrably because you're using terrain for the ground, and terrain is a thin sheet. So, if an object is moving more than the size of it's collision hull per tick, it can be on one side of the terraininfo one tick, and the other side the other tick, without ever actually overlapping the terraininfo, which is required to collide with a terraininfo. There's no real "prediction" in any of the physics types, but most stuff in Unreal is moving slowly enough or is big enough that falling through terrain isn't an issue.
http://wiki.beyondunreal.com/wiki/Mix/D ... 's_Journal
Posted: Mon Jun 19, 2006 11:59 pm
by DW_KarmaKat
DW_Wraith wrote:
KKat:You know, I remember as a kid when you woul go to a full service gas station and next to the pumps, they had all the "prizes" you could get when you saved all your stamps from buying gas and put in a "stamp booklet". Much like the S&H Green stamps you'd get when making purchases from retail stores and such. Times sure have changed...lol
I'll keep in mind about some of the concerns you have, and I may move the close first node from the top of the hill to another spot below, and I agree with the node number being too close and possibly confusing to a new player. Thanks for the observations!
Wraith
Egad! Green stamps LOL!! I remember loads o'booklets full of those things...my Mom used to work in a grocery store! Gonna hafta find me an "old codger" avatar...time do fly on supersonic wings!
Been fraggin' my way through ONS-ArcticConquestion-DeuxBeta-B. Bot paths are groovy. Something I've never seen before happened...I hopped in a 'Bender and a bot actually got in there with me without my signaling or issuing a command! Freaky...but in a good way! :drunken:
Bring on the Eskimos...Igloos fit in nicely with the chill scene.
Hope to see this one on the server soonest!
KKat