Blazea58 Posted April 14, 2015 Report Share Posted April 14, 2015 (edited) Here's an alpine map for renegade set between a lot of mountainous terrain. There is 3 Tiberium fields total, and players will be able to purchase Harvesters and drive over to the middle field which will be blue tiberium, I was just awaiting the texture for the blue tiberium, and possibly if anyone has the blue and green tiberium spike models, but in ...... Renx format or .(dot)3ds so it can be imported with Renx. I'd rather place all my objects in Renx then to have LE versions because scaling is required for less repetitiveness. I wont be adding Uv channels to the rock faces because most of the maps detail is viewed up close and it would look silly having large tiled rock areas when you're right up against most of them. This is also to keep drawcalls down. The map uses around 10 textures, and all objects that have the same texture are a shared material. The polygon count is at 319,078, but i had no problems with The_Canyon map which was at around 300k also and had no VIs. [ Edited April 14, 2015 by Blazea58 4 Quote Link to comment Share on other sites More sharing options...
Meyerm Posted April 14, 2015 Report Share Posted April 14, 2015 Nice looking map. Too bad I'll never be able to explore vanilla renegade maps aside the practice skirmish map that comes iwth the game (under). Can't play lan with one player, and have no access to online play with renegade, eh. 0 Quote Link to comment Share on other sites More sharing options...
Shnappz Posted April 14, 2015 Report Share Posted April 14, 2015 Nice looking map. Too bad I'll never be able to explore vanilla renegade maps aside the practice skirmish map that comes iwth the game (under). Can't play lan with one player, and have no access to online play with renegade, eh. Hey Mayerm, you can play one player LAN. You just need to set the maximum players to one. 0 Quote Link to comment Share on other sites More sharing options...
OWA Posted April 14, 2015 Report Share Posted April 14, 2015 This map is looking good, although my only criticism is that the tileable rock texture you are using completely wrecks the visuals. I'd be tempted to model out some cliff meshes and place them or blend some more textures together. 0 Quote Link to comment Share on other sites More sharing options...
Meyerm Posted April 14, 2015 Report Share Posted April 14, 2015 Nice looking map. Too bad I'll never be able to explore vanilla renegade maps aside the practice skirmish map that comes iwth the game (under). Can't play lan with one player, and have no access to online play with renegade, eh. Hey Mayerm, you can play one player LAN. You just need to set the maximum players to one. No, been trying that for years. LAN with 1 player just starts the match with controls locked down and "gameplay pending" flashing across the screen. 0 Quote Link to comment Share on other sites More sharing options...
OWA Posted April 14, 2015 Report Share Posted April 14, 2015 Nice looking map. Too bad I'll never be able to explore vanilla renegade maps aside the practice skirmish map that comes iwth the game (under). Can't play lan with one player, and have no access to online play with renegade, eh. Hey Mayerm, you can play one player LAN. You just need to set the maximum players to one. No, been trying that for years. LAN with 1 player just starts the match with controls locked down and "gameplay pending" flashing across the screen. Uncheck "Dedicated Server" in the hosting options. 0 Quote Link to comment Share on other sites More sharing options...
Shnappz Posted April 14, 2015 Report Share Posted April 14, 2015 Yeah OWA's right... i had the same issue when i started modding... 0 Quote Link to comment Share on other sites More sharing options...
GeneralCamo Posted April 14, 2015 Report Share Posted April 14, 2015 Hey Blazea, welcome back! I have a much better set of buildings that I was working on at one time, based on AircraftKiller's Buildings Setup. They are not designed for flying maps, but this does not look like a flying map, so I could give it to you. Would you be interested? 0 Quote Link to comment Share on other sites More sharing options...
Mauler Posted April 14, 2015 Report Share Posted April 14, 2015 BTW nice map, I'm on the fence about the rock texture tiling though. Edit:removed off topic discussion 0 Quote Link to comment Share on other sites More sharing options...
Blazea58 Posted April 14, 2015 Author Report Share Posted April 14, 2015 Thanks for all the comments and it's nice to see you again Generalcamo. I would definitely be interested to see your better building setup, as long as everything's setup right and the interiors will be appear in LE. It's a good thing you asked because I have even considered redoing the uvw's for the buildings because of the extremely low detail. I just hope you have it in renx format, because I'm pretty old school lol. This map is looking good, although my only criticism is that the tileable rock texture you are using completely wrecks the visuals. I'd be tempted to model out some cliff meshes and place them or blend some more textures together. Well i wanted a rock texture that repeats good enough for areas where the texture's aren't lined up 100%. it kind of blends the edges better. I was considering on adding bit of noise to the rock texture to flush out some of the repetitiveness. The blended textures are being tiled at 7x7x7 metres which is actually a bit higher then most go for ground and closer objects. I'll think about doing 20x20x20 for the rock faces though, but i do personally like the rock texture itself, and to keep drawcalls low, I'm trying to use the least material selections possible. I guess it at least improves the visuals from farther away so i might keep it that way. 0 Quote Link to comment Share on other sites More sharing options...
Synaesthesia Posted April 14, 2015 Report Share Posted April 14, 2015 Well i wanted a rock texture that repeats good enough for areas where the texture's aren't lined up 100%. it kind of blends the edges better. I was considering on adding bit of noise to the rock texture to flush out some of the repetitiveness. The blended textures are being tiled at 7x7x7 metres which is actually a bit higher then most go for ground and closer objects. I'll think about doing 20x20x20 for the rock faces though, but i do personally like the rock texture itself, and to keep drawcalls low, I'm trying to use the least material selections possible. Worry less about numerical values for the textures and focus entirely on how to make them look better. Especially consider using UVW Unwrap to manually stitch together the UV shells of the mountains so there's no seams. You have a good start but it could easily be substantially better looking with a bit of work. I can do some paint-overs for your images if you want to see what I mean. 0 Quote Link to comment Share on other sites More sharing options...
Blazea58 Posted April 14, 2015 Author Report Share Posted April 14, 2015 Worry less about numerical values for the textures and focus entirely on how to make them look better. Especially consider using UVW Unwrap to manually stitch together the UV shells of the mountains so there's no seams. You have a good start but it could easily be substantially better looking with a bit of work. I can do some paint-overs for your images if you want to see what I mean. I;ll admit I'm not an expert here and i still use Renx. Doing unwrapping from what I've seen is a pain in the ass, i know I'm working with a much more limited tool set, so for me it is what it is, i don't feel that it's too important to go back and edit every face for a month using renx lol. Maybe in the future i'll actually try to learn 3dsmax, but for me i find the ease of renx just so fluid and I've gotten so used to modelling in it. I've tried 3dsmax a lot but i never really got into it, maybe because it was more overwhelming with all those extra tools lol. AS much as i'd like for you to paint over and show what's needed, i know my professionalism is far from the expectations of 2015 lol. 0 Quote Link to comment Share on other sites More sharing options...
Blazea58 Posted April 15, 2015 Author Report Share Posted April 15, 2015 Bottom line , lets move on from that offtopic bs lol and yeah i'd be interested for converting into Reborn 1 Quote Link to comment Share on other sites More sharing options...
OWA Posted April 15, 2015 Report Share Posted April 15, 2015 I've split off the off-topic discussion into a new thread. Enjoy! https://secure.w3dhub.com/forum/index.php?showtopic=415018 0 Quote Link to comment Share on other sites More sharing options...
Mauler Posted April 15, 2015 Report Share Posted April 15, 2015 "Renx so fluid" lol when it isn't crashing haha. I use it sometimes and feels naked 0 Quote Link to comment Share on other sites More sharing options...
Jerad2142 Posted April 17, 2015 Report Share Posted April 17, 2015 You could add a detail color texture to that cliff texture pass and scale it different to make the rock faces look less tiled (like what we did on Hell Island in ECW). 0 Quote Link to comment Share on other sites More sharing options...
TeamWolf Posted April 18, 2015 Report Share Posted April 18, 2015 The rock texture is ok but I would heavily recommend unwrapping your cliffs, it doesn't take too long and you get a much better effect. I'd also suggest a detail texture to break it up a bit. Converting it To Reborn would be great! But I'd suggest swapping out a lot of that grass texture for more dirt and replace the trees with Tiberium infested or dead ones. Also the Tiberium infestation should be increased a little. 0 Quote Link to comment Share on other sites More sharing options...
Blazea58 Posted April 18, 2015 Author Report Share Posted April 18, 2015 "Renx so fluid" lol when it isn't crashing haha. I use it sometimes and feels naked I used to have crashing in renx but then i figured out what causes it most of the time was the detach modifier. Since then i havn't had a scene crash for a year or two now. And as for the rock texure, maybe if anything ill add a detail overlay but other then that Unwrapping isn't something i can handle with renx lol. 0 Quote Link to comment Share on other sites More sharing options...
wolf Posted April 18, 2015 Report Share Posted April 18, 2015 Nice... polycount should be fine. TS_Grand_Canyon has well over a million polygons. 0 Quote Link to comment Share on other sites More sharing options...
Blazea58 Posted April 25, 2015 Author Report Share Posted April 25, 2015 Alright well i've been busy lately making some tiberium crystals of my own that are more like the C&C 3 ones, because i know renegade already had a few in level edit but they were the bare essentials. I'm almost done making all the groupings of them, i think i still want at least 10 more small/large groups so there's tons of variations possible. The tallest crystals here are only up to your knee cap, so it's not as unrealistic driving over them when they will have no collision. Of course i'll still have to place them in my fields which will be a challenge since they aren't perfectly flat. 1 Quote Link to comment Share on other sites More sharing options...
Einstein Posted April 26, 2015 Report Share Posted April 26, 2015 Nice work! 0 Quote Link to comment Share on other sites More sharing options...
Blazea58 Posted May 9, 2015 Author Report Share Posted May 9, 2015 Well I've finally placed all my Tiberium fields although I think I could really use some better Tiberium ground textures. I need a blue Tiberium ground texture , the crystal I can hopefully just get Jerad to make a hue change for me, (I don't have photoshop any more) and other then that I think I'm tired enough of working on this map. I know there's plenty i could improve but I'll focus on improving quality and details on my next map. So if anyone has a better Green and Blue Tiberium ground texture in Tga format, please send me them 0 Quote Link to comment Share on other sites More sharing options...
GeneralCamo Posted May 9, 2015 Report Share Posted May 9, 2015 You are stuck using TGA files? Let me fix that: http://www.moddb.com/mods/cc-zh-tiberian-twilight-the-westwood-reborn/addons/dds-and-nif-support-for-gmax 0 Quote Link to comment Share on other sites More sharing options...
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