Jump to content
Ruud033

[MAP] C&C Crash Site

Recommended Posts

Actually, no. I was not referring to socket attachment, which... yes, is not for attaching Static or Interp. No, I was referring to the one in Actor Properties, which requires you to select the actor, lock the properties, then search for a variable called 'Base' in Attachment category. It is an actor variable, then select the actor you want it to parent on and insert it into the variable.

https://udn.epicgames.com/Three/AttachingActors.html

Refer to the 'Base Pointer' section

Share this post


Link to post
Share on other sites

Been a while since I've posted here again.

Done quite a lot of work meanwhile, a new version of the map is uploading as we speak

Added rocks in the background

ce2b04c35bf3c192cab7bd252afdda4b.jpg

90847300a581857c53a867913ce7ba9b.jpg

Handepsilon and sxchmn noticed that they had a lot of performance drops near the trees, so I thinned the forest. Thank you Handepsilon and sxchmn! Great work!

qpnvyh.jpg

I've been busy in and around GDI base mostly.. Nod base still is, as was

332e21bcc5f276da5676cc6a71a5837b.jpg

Changed colors of the trees

377ce535949ebaf1a821799cca2feb19.png

I'd say, go check it out when it's uploaded! i'll provide the link and update the official mirror asap

Share this post


Link to post
Share on other sites
Hope it plays well, because the look of it from the screenshots looks real nice!

You can always download it and hop on the official testing server to see a bit :mrgreen:

Share this post


Link to post
Share on other sites

Yep official download link should work! If not, call in here!

I have added some placebo-rain in the GDI base, for testing purposes. I'm considering adding rain to this map form the beginning already. Please give some feedback on the looks of it, if most of you like it, i'll keep it and add the sound as well.

Share this post


Link to post
Share on other sites

Did some more landscaping on the Nod base today

1ebb205161e1272a0f6c14de20d516d8.jpg

Also did some more things in the map which I didnt take screenshots of :)

I hope to get working on the ship soon, as I expect to have the basic environment in soon

Share this post


Link to post
Share on other sites
I can't get the map to load :( its stuck on the loading screen. Any ideas?

The map has to compile shaders on the first run. This can take up to 10 minutes the first time it's run. Let it sit and it should work itself out.

Share this post


Link to post
Share on other sites

Oh yea. I saw that you tried joining in the Test server.

I load Crash Site for 30 minutes. Don't worry, it's just the game precompiling the shader. The rest of the run in the map would be much faster

Share this post


Link to post
Share on other sites

Ok So I finally got the map to load!

First thoughts:

1) Fog, I don't really like it, it makes everything grainy and blurry, I like the night scene but would much rather have the map look like Field, a clear night.

2) I have a 680 GTX SLI on i7-4770k w/32 GB ram, this is the firt map where my fps dipped below 60FPS, while looking at the abandoned gdi base it was hover in the 40s. Mind you I have everything turned on max at 1080p, all other maps are vsync locked to 60 fps and never a dip.

3) The map is actually sized just right, I first thought that it was going to be very big but after playing it I like it, it about the same size or smaller than lakeside which is perfect.

4) HOw do you get the orcas? I didn't see a way to capture the GDI weapfac

5) Overall heading in the right direction, I would have liked to see AGT / OB as we are seriously lacking maps with base defenses, but for now standard gts will do. I do think more work is needed in the FPS department, perhaps more optimization or removal of certain things (e.g. less trees in forrest), if my rig is having issues, the average rig most certainly will be lagging.

keep up the good work. :)

Share this post


Link to post
Share on other sites
Ok So I finally got the map to load!

First thoughts:

1) Fog, I don't really like it, it makes everything grainy and blurry, I like the night scene but would much rather have the map look like Field, a clear night.

2) I have a 680 GTX SLI on i7-4770k w/32 GB ram, this is the firt map where my fps dipped below 60FPS, while looking at the abandoned gdi base it was hover in the 40s. Mind you I have everything turned on max at 1080p, all other maps are vsync locked to 60 fps and never a dip.

3) The map is actually sized just right, I first thought that it was going to be very big but after playing it I like it, it about the same size or smaller than lakeside which is perfect.

4) HOw do you get the orcas? I didn't see a way to capture the GDI weapfac

5) Overall heading in the right direction, I would have liked to see AGT / OB as we are seriously lacking maps with base defenses, but for now standard gts will do. I do think more work is needed in the FPS department, perhaps more optimization or removal of certain things (e.g. less trees in forrest), if my rig is having issues, the average rig most certainly will be lagging.

keep up the good work. :)

Hey thanks for sharing! I'm aware of the performance issues.. It's the red rotating light at the weapons factory backdoor that's causing it. Will be fixed in the next build.

I'm not sure on completely removing the fog but I might turn it down a bit and see how that looks.. Meanwhile I've also added rain and lightning so I have to balance the ambience out a bit..

At the moment you can just buy the vehicle at the matrix PT, will add a silo-like MCT later when the SDK updates..

As for base defence.. I'd rather not implement that because it's supposed to be

arather quickly deployed base..

Thanks! I'm still working on it, fine tweaking takes a lot of time

Share this post


Link to post
Share on other sites
I also forgot, GDI PT scene doesn't have character in there

Ok that's weird, will look into it.

Meanwhile; I've updated the ambience a bit. Lowered the fog levels in general but added rain and wind and lightning.

0ca7c45269c0331bfe3508500ae364fb.jpg

Will update the map tomorrow so you guys can experience that. It's hard to capture in a screenshot.

Share this post


Link to post
Share on other sites

Got a new version up and running! Be sure to download dat shit! Changelog:

+ Removed 2 dynamic lights at the back of the destroyed WF so hopefully performance issues are resolved

+ Added Rain

+ Added wind gusts

+ Did some landscape tweaking

+ Added lights in the middle of the map in the blue tib field.

+ Updated the meteor damage, once you get in the blue tib cracked field, you get killed instantly, mammoth tanks get killed instantly. Anywhere outside of the blue tib field, vehicles get damaged. Infantry also gets damaged but since they have lower HP they get killed outside the blue cracked field too.. atleast for the first few meters, after that damage decreases linearly.

+ Reduced fog

+ Added rocks

+ Added fire to destroyed tanks @ destroyed WF

+ Updated kismet script for buying orca's (still not finished)

Go and download that shit! http://doctorb0ng.com/renx/rx_crash_site.zip (original mirror updated)

Share this post


Link to post
Share on other sites

Have been trying to make the first tunnel proof of concept today, for in the ship.

How do I get the mesh of the tunnel not to be stretched by the BSP? Materials really look ugly when applied (all stretched, along with the BSP)

fdea4e93be483f320bf5d8e2a2f15ca5.jpg

Share this post


Link to post
Share on other sites

if you d click the csg/bsp in the level you will get a texture modifier up you can tile u or v inderpendently this should help get rid or the stretching

Share this post


Link to post
Share on other sites

Yeah, you can use Planar on the propertoes then adjust it with the U and V settings

You can actually make StaticMesh this way... but UVW will most likely be overlapping

Share this post


Link to post
Share on other sites
Thanks people, that did it.

I've been playing around with the layout and materials a bit..

720fb2c8664e5a5ff2051f8428ef839e.jpg

Wow, amazing! But.... are you sure Scrin architecture is Necris-like? Well, if I look at Renegade's own, they seem to look a bit arabic and such

(whatswithpeopleusingarabiansettingsashostilecontentanyway??)

Share this post


Link to post
Share on other sites
Wow, amazing! But.... are you sure Scrin architecture is Necris-like? Well, if I look at Renegade's own, they seem to look a bit arabic and such

(whatswithpeopleusingarabiansettingsashostilecontentanyway??)

I've got more of a CNC3 Tiberium Wars interpretation of the Scrin faction. I don't mind the Arab / Renegade setting all to much.

Also notice that the ship is a Scrin/Nod hybrid. Since it's re-made from salvaged technology.

I'm still experimenting with the layout and looks though.

If any of you fellow forum members wanna advise me on this, PLEASE DO! :D I only like feedback! And hey, if you have a really good layout, your name will be added to the credit list. There's 1 condition, it has to be fully made in the SDK with available assets in the SDK.

I was thinking about something like this:

Tunnel_Ship___Alien.jpg

I updated my map today. I've added the (at the moment, horrible looking) texture of the ship. I've also fixed the performance issues @ the destroyed WF (I hope). I've removed the light function there. My first personal tests are positive though. +- 60 fps with a few drops to 58 FPS.

I have to further optimize the map in the future, cull more stuff out and what not. For now, it'll do.

Go grab that download from the official link in the "Releases" thread!

+ Added more rocks

+ Tweaked the ambience a bit

+ Replaced the rocks @ Nod base (not all just yet)

+ First tryout of the tunnel layout is in place.. lemme know what you think of it (especially the space dimensions)

+ Placed the (crappy) texture on the ship for now. Still have to upgrade this texture (no worries)

+ Placed some wind gusts and culled several of them.

+ Fixed the light function @ the destroyed WF

+ Several other stuff I can't remember

Share this post


Link to post
Share on other sites

I played around today and yes the weap light removal improved FPS there are still imporvements that need to be made.

ALSO I personally think you need to open up the map and add ares that are currently not accessible to be open. Orca ceiling should be raised to math the base of the head of the ship, right now if you try to fly over the ships front spears it stops and you have no idea what is going on.

There is a huge clipping bug that allows oras to fly around behind the map, this is from the area behind the ship, just go to it and start crawling up the rocks, eventually you will get to the top of the edge and they you can roam around the map. Some ares I think should be opened up, there is a lot of detail that is not accessible. Other ares obviously should stay locked. I took some screenshots :)

greenpoo.jpg.cffbe9468c4c249085adb9b11afa622d.jpg

57c9ee97e365b_areabehindship.jpg.479f9456699c92b9d853385fbb56b277.jpg

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×