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Raap

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Posts posted by Raap

  1. It happens if something is behind it or not... Actually it even keeps the 'frozen image' across all windows applications, from desktop to Chrome... Quite odd.

     

    I'll try to find a proper solution but meanwhile if anyone knows this problem and how to fix it, let me know.

     

    This and waiting on Delta assets aren't completely preventing me from doing anything at all, though, since I can still create custom assets... As long as I don't right click too much... :v

  2. Hello,

     

     

    I have a problem with 3DS on Windows 10; When opening a mouse click menu (such as right clicking on the viewport space), the viewport or any menu in 3DS is covered by an 'frozen' image of a previous file state.

     

    Example:

     

    sHJnWhU.png

     

    As you can see in the image above, I can't really work with a 3DS that prevents me from actually viewing much.

     

    I've already tried several compatibility modes, with no difference between them.

     

    I'm using an Nvidia GPU (970GTX), Windows10 64bit. Latest drivers and everything, as well as DirectX 8 installed.

     

    Any solutions?

  3.  

    Are there legal limitations for putting it up on your launcher as if it were a W3D Hub project? Just curious, since Renegade isn't "free" like the older RTS titles were made.

     

    Edit: Maybe push EA into just making Renegade free? Or did absolutely all EA employees we used to have some dialog with leave the company?

    A very good friend of mine works at EA, so I'm sure he'd be able to find out who to get in touch with regarding C&C these days.

     

     

    Harass them again about that W3D source code while you're at it, for old times sake!

  4. I quite enjoy Delta, busy working on/with ECW/IA currently; however, I feel like it could still use some dogs...

     

     

    Or maybe I'm just secretly trying to keep development going on APB, not sure which :p

     

    I spit out my coffee after realizing your dog was wielding a gun with his mouth.

     

    Seriously, that's some pretty good animating for this engine... I remember dogs being classed 'impossible' back in the day, along with stuff like heli carriers. If only there was a way you could smooth out the turning, maybe not make it possible to turn instant 360 degrees, and add a slight vehicle-like momentum.

     

    But I do think it'd be pretty awkward to play a dog in normal APB gameplay. Perhaps it would be best reserved for AI units and special maps. (Read: A doggy-land FoI, featuring yet more time travel! ... Or not.)

     

    As for APB development, its up to Pushwall. Currently player interest does exist, although player awareness of Delta even existing can improve. If it makes any difference; I'll contribute a few 'fan' map projects to keep things fresh for a little while. I'll share more info on that once I got the files that I need.

  5. Are there legal limitations for putting it up on your launcher as if it were a W3D Hub project? Just curious, since Renegade isn't "free" like the older RTS titles were made.

     

    Edit: Maybe push EA into just making Renegade free? Or did absolutely all EA employees we used to have some dialog with leave the company?

  6. Thanks for the heads-up. Do you have any suggestions for how I should set up the faces on the buildings? Considering these are specifically for W3D projects.

     

    Also I rounded out the surface of the lights a bit. I think I can consider this model finished. Now I just need to unwrap and texture it.

     

    You'll have to experiment as the exact answer depends on the object's usage in your map(s) and there light sources originate.

     

    A general rule I used to apply to everything was to always draw edges in such a manner that it connects every face, this is to prevent shadow issues. A crude method of doing this is to manually draw the edges using 3DS vertices snapping... Exact wording might differ in the tools since I've not used it in 4+ years. And another thing I did was that rarely a face/polygon would be larger than about three or so meters, in order to minimize the stretching.

     

    In a really small map you can get away with simply raising the overal polygon count in your models, but in most practical cases you have to strike a realistic balance for performance reasons. The middle ground here is to make normal terrain relatively safe on the polygon count, but areas which you know are in close proximity to a light source you raise the polygon count at in a round or spherical shape in order to effectively 'draw' the light on that geometry as smooth as you can.

     

    I hope this post made sense.

  7. That is indeed still a concern.

     

    Coincidentally, discussing this very subject with you was one of the last things I happened to be doing while on the BHP team, according to my personal message logs on their website. :)

     

     

    I also got reminded of why I left the team in great detail, but that's another story. :v

  8. Here are some initial shots of the wireframes. Each building is currently divided into 3 objects: Exterior, interior, and roof. This is early WIP so there are still a lot of n-gons and other stuff to sort out. One of my main learning goals is being able to model buildings efficiently, in the sense of poly usage and minimizing waste/redundancy, as well as being easy to work with and modify as needed.

     

     

    Ha0X8ih.png

    YOrOzbE.png

    aexymTV.png

     

     

     

    Please take my post with a grain of salt given how out of touch I am, but looking at your wire frame my immediate concern is with W3D lighting engine, and particularly the process of vertex solving in Level Edit.

     

    It actually often made sense back in my time on the team to ADD extra faces in areas that lacked them. I personally did this process manually in order to 'draw' where W3D would render light sources and such. Looking at your windows, it will likely result in sharp shadow edges and light 'stretching out' unrealistically across your model.

     

    Just something to consider.

     

    Good models besides that. I personally always though the biggest challenge came from texturing your 3D work - Especially when you got this picture in your mind that requires new textures for everything!

  9.  

    Hello folks

    Hey Raap, good to see you again!

     

    I just read your mammoth feedback post over on the BHP forums, lots of good points raised there... I particularly liked the idea of being able to capture oil derricks by simply being present as a non-engineer... more similar to a control zone on domination mode I guess.

     

    Currently the two scripts, whilst built on similar foundations, aren't completely compatible but if Pushwall is interested I could look into supporting something like that...

     

     

    Hey Dan,

     

    I just wrote down my thoughts after a few evenings of playing on the live server, but keep in mind that since I have been away from anything W3D related for quite a few years, that I might be a little "out of touch with reality" in terms of what might actually work, and what would not work. :)

     

    With that said, I have no idea what you guys have been up to with the W3D engine in my absence, besides seemingly having fixed some of the performance problems that plagued APB's Gamma release (VIS also helps, but not on flat maps, and my FPS nonetheless improved dramatically there as well).

     

    Anyhow, I got to feel quite nostalgic coming back to the game and recognizing a lot of old faces, so I might stick around and make an attempt to complete some old projects on APB - as a "fan" - that I never got around finishing during my time on the team.

     

    Oh, and can someone explain to me what AircraftKiller did this time? I remember having a brief email dialog with him when he was starting some W3D project, but I was unable to assist him. :?

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