Looks nice! _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Ok, barring some glitches I haven't discovered, mission 10 is done.
Now, 12 is still kicking my ass. I've removed most of the buildings, sanitized the map overlays, deleted most of the AITtrigger attacks, fixed a few event conditions, checked all the scripts, etc... still crashes.
What about those unnaturally white spots?
Looks like a terrain problem for the renderer, and might also be a problem for the game. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
There are no white spots, but I also overwrote all the terrain with flat snow after and removed more triggers. By every indication it's a skeleton of a map and still crashing at 3/4 loading.
Does the map that keeps crashing contain any SE resources, if not, you can always attach it or PM it to me and I can have a looks. _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
Does the map that keeps crashing contain any SE resources, if not, you can always attach it or PM it to me and I can have a looks.
That's just it, the map itself crashes unmodified from maps02.mix, which means it has to be SE changing something it expects.
All I found is two instances of the wrong building in the event "building exists..." because I moved some of them around, that's not a crashworthy problem. The trigger I remember is "Kremlin Secured 1", NAFLAK is now 19, which is obvious because the adjacent conditions are for NALASR and TELSA, but I recall another one, maybe the Kremlin itself...
Also I noticed the Soviet tech capture AI triggers build Allied Engineers instead of the right one, but even with that fixed it still crashes. Since the AI ignores prerequisites again this shouldn't be a game breaker.
Beyond that I've removed damn near everything I could, including the entire progression of Tanya's victory, without changing the result.
Are you planning on making an enlarged version of DC where the White House can be seen too?
Is there a bigger pic?
I'm interested in base and residential layouts, assuming you don't mind others being inspired by your work.
One thing that doesn't make sense tho is the patch of Farm Crops to the mid-north.
I thought the Pentagon was in the city's core? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Those voxels look great, though I'm curious how the red trailer's gonna work ingame since it's supposed to just sit there, and neutral units start moving around when they come under attack. QUICK_EDIT
Why? Take the lazy approach _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Looking at those resized buildings... wow, was Westwood's scale really that off ?
I like your custom buildings, they fit really well. Except for that big blue tower, it looks out of place. Could probably have a better sky texture on the windows or something. _________________
Looking at those resized buildings... wow, was Westwood's scale really that off ?
Yea it's pretty crazy, especially for some reason YR buildings are even larger, like almost double scale.
Crimsonum wrote:
I like your custom buildings, they fit really well. Except for that big blue tower, it looks out of place. Could probably have a better sky texture on the windows or something.
I wanted to make a series of glass skyscrapers but I haven't got around to it, priority is more medium-sized buildings, with extra priority on top facing ones like the trapezoidal one in the middle.
In parallel I'm slowly replacing some of the WW buildings with modified art, sometimes to change the scale, sometimes to make it bigger. In a few cases with tall buildings, I actually shrank the foundation to help with z-shape clipping. In a sense I can see why WW chose the average sizes they did based on the engine limitations, but just as often it seems they weren't even on the same page.
If we were going for realism, most of these buildings would be 10x the size. The average tank is about 9ft tall, that's about 1 storey, imagine how tall 50 tanks would be... or even 100 in the case of the WTC.
For some of the larger buildings, would it make sense to split into two like they did with the Pentagon? Or would that just be a huge PITA?
That would be fine except that height is the primary issue for most of them, so even if I did a 2 by 2 grid of 3x3 foundation towers, I still couldn't make the WTC taller. I could see it being useful on those snaking brutalist apartments made by the Soviets, or more locally the high density downtown businesses that eventually merge into a rectangle with a courtyard/parking inside them. As for difficulty, I can't see it being too hard, certainly would take longer.
I think for the purposes of variability, it would make sense for each building to work standalone, like when you make a strip mall, you have 4-6 small businesses (say 1x2) next to each other, seems more ideal to be able to mix'n'match them to produce new combinations?
This might not be feasible, but suppose you made a non-selectable .shp vehicle with balloon hover that you position over a structure to add z-height? With map triggers, you could probable destroy the unit/building top if the base/structure is destroyed. Could even add a death anim for the collapse. QUICK_EDIT
What is the issue with building height? The only problem that I've had is that when the buildings foundation goes off screen it stops being rendered even though the top of it should still be visible. _________________
What is the issue with building height? The only problem that I've had is that when the buildings foundation goes off screen it stops being rendered even though the top of it should still be visible.
My tallest building is Height=28, and there are already side effects beyond the need for bibs or anims to hide the clipping.
MuzzleFlash offsets don't work in values near or above 100 in any direction, so you can't even utilize much of the height for that, the code works but it is hidden behind the building image because the engine assumes the location also equates to cell Z. This coincidentally also applies to DamageFireOffset, so that fires that do damage within the foundation will not do damage outside the foundation.
I've never put really tall buildings at the bottom edge of a map like that, but I'll see what I can get away with for NYC, since I do have to make a bit of Brooklyn on the bottom of the map.
In the case of roads or anything that needs to match existing tiles:
- copy the relevant sources, whether that's whole image or individual cells to Photoshop
- edit/combine images to desired result
- save a new .tmp template of X by X cells as needed
- paste whole image onto TMP Editor, delete unnecessary cells
- open and resave in TMP Builder to fix cell ordering, if cells were deleted
I'm not so sure about that, WW didn't seem to use trees densely at all, preferring to scatter them around more evenly. It is kind of understandable when there were so few types of tree, but C&C1/RA1 were also like that too. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
I've got Streamlabs setup to do some Twitch livestreams, I haven't decided if I'll stream with any frequency, but I'm gonna be live for the next while...
Used Streamlabs to record a round at 1080p, came out pretty decent even if the match was rather sedate.
I don't really have a solution to the failure of triggering the recording hotkeys from within the game, unlike say Mrillis Action or CamStudio which both worked fine. I tried a dozen hotkey combos but no luck, and that more or less precludes recording at less than 1080p due to the alt-tab switch.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum