Jump to content
Sign in to follow this  
Madkill40

[MAP] Frostbite Redux 1.2.5

Recommended Posts

I tried really hard to get the minimap right but it just won't do what it's supposed to do as in it either doesn't fit properly into the overview map when pressing 'M' or it just doesn't align right to the players' position, it's incredibly irritating.

Share this post


Link to post
Share on other sites

Changes as of 19 February 2017:

  • Re-textured environment static meshes
  • Fixed some collisions
  • Reduced fog
  • Some optimization modifications
  • Re-scaled trees
  • Changed silo textures
  • Reduced Nod Tiberium crystal sizes
  • Endgame cam changed (But evidently broken)

 

Edited by Madkill40

Share this post


Link to post
Share on other sites

Some bugs from CMG

 

Missing Material inside Refinery

1.thumb.png.bb0baebb0ca64547d001a296eb4da7a1.png

 

Mesh is here twice, one textured, one not

2.thumb.png.9fd0a116ca2471e37b1b3c6c082e8a75.png

 

Landscapes doesn't match well (Check @kenz3001 Canyon series for the fix)

3.thumb.png.76ba3789833cf2ebdf1950adb3152814.png

 

Video Bugs:

 

Share this post


Link to post
Share on other sites
2 hours ago, TK0104 said:

Video Bugs:

 

maybe I should show you how to get on top of non_fly refineries :P you've missed the important section there :) [but that's good. no need to show that in public]

Share this post


Link to post
Share on other sites
Posted (edited)

New version of Frostbite has been released. 

Changes as of March 06 2017:

  • Added rocks to mid-GDI side in order to mask the Weapons Factory to decrease Arty-Party tactic
  • Swapped Hand of Nod and Nod Refinery around
  • Added additional rocks to mask incoming GDI vehicles from the Obelisk's sight on both the left and right vehicle paths
  • Smoothed out the terrain throughout the map
  • Ice-cave bridge has been remade
  • Tiberium crystals have been reduced in size
  • Fix prefab props' collisions (and hopefully their corresponding kismet should function)
  • Added blocking volumes above all ladders to avoid infantry being propelled into the sky
  • Fixed Obelisk's crystal (hopefully)
  • Fixed Hand of Nod's wonky doors (hopefully)
  • Fixed missing textures on some meshes
  • Fixed mid-battlefield bunker to allow infantry whilst still blocking out vehicles
  • Fixed Nod's side-infantry path (by the Obelisk)
  • Terrain and mesh changes have been made to Ice-cave entrance (Nod Base) 
  • Fixed GDI wall by GDI Ice-cave entrance [This should hopefully remove the weird damage issue that was occurring as well]
  • Misc changes~

To Do:

  • Decorate more / tweak Weather
  • Redo Minimap
  • Add the Moon
  • Fix Endgame Cam
  • Fix reported issues

 

Edited by Madkill40

Share this post


Link to post
Share on other sites

We have reached the point of done. Any further amendments made can be done when there is time to do so but as it stands (minus the loading screen) Frostbite is much ready to go in a patch. 

Changes as of April 05 2017:

  • Modified Fog
  • Improved Weather
  • Cleaned up pathnodes
  • Cleaned map of untextured meshes
  • Fixed EndGame Cam
  • Fixed moon [Potentially]
  • Fixed reported issues
  • Modified collisions in some areas
  • Minimap redone and sorted
  • Weather has been set
  • Created a few blindspots for the Obelisk

To Do:

  • Decorate environment a little more
  • Create Loading Screen
  • Fix moon if it is not fixed (bastard moon)
  • Fix future reported issues

Note: When playing on Frostbite, avoid the middle of the map if you're in a vehicle. ;) 

Share this post


Link to post
Share on other sites
On 4/5/2017 at 6:12 PM, Madkill40 said:

We have reached the point of done. Any further amendments made can be done when there is time to do so but as it stands (minus the loading screen) Frostbite is much ready to go in a patch.

Have you managed to fix the ABSURDLY long loading time for shader building on the server?

Share this post


Link to post
Share on other sites
10 hours ago, Fffreak9999 said:

Have you managed to fix the ABSURDLY long loading time for shader building on the server?

It is not as long as before... Although in the server log... 

sdddd.thumb.jpg.e88453cde68e0f84ed574bc1cfb6e0bc.jpg

"for platform PC-D3D-SM3,"

I may want to just delete the old landscape materials from the RX package but other than that, I'm not sure what is causing this.

Not sure why my 'MOON1' has such an issue.

Frostbite will need optimization. Help plz.

Share this post


Link to post
Share on other sites
Posted (edited)

Frostbite-Redux - Release State - V.99 : "Finally, back to this point again"

Changes as of April 07 2017:

  • Moon is in place and has been fixed. [At. Long. Last.]
  • Terrain has been smoothed out.
  • Terrain in the GDI base has been leveled. [Less dips]
  • Additional blind-spots added to prevent Obelisk WTFRange.
  • Added a lookout point to further disadvantage the Nod PP from MRLS'
  • Culled a few static meshes.
  • Overridden and lowered over 1000 StaticMesh's LOD's. [24 - 28]
  • Moved Nod watchtower to overlook the Ice-cave entrance/exit.
  • Nod Tiberium Refinery and Nod Airstrip have been moved slightly further apart to avoid BDD. [Beacon Double-Destruction]
  • Resolved some collision issues such as hiding within meshes and being able to get stuck.
  • Replaced all Nod walls with non-fractured versions.
  • Added emitters for the Refinery's and the Power Plant's
  • Set the vehicle limit to '11' as originally intended.
  • Increased airstrike timer from 30 - 42. [Mountainous area, airstrikes take that little bit longer]
  • Increased width at the front Nod-base entrance. [Path which leads directly to the Obelisk]
  • Misc changes.

To Do:

  • Decorate environment some more.
  • Create a Loading Screen.
  • Fix future reported issues. [Forever existing]

 

 

Edited by Madkill40

Share this post


Link to post
Share on other sites
Posted (edited)

V1 is here.

Changes as of April 10 2017:

  • Environment decorated
  • Collisions fixed
  • Walls fixed
  • Sounds fixed
  • GDI Harvester fixed
  • Comm Center will no longer detect players inside their own base
  • Hello Frostbite V1.0.0.0
  • New Gallery

2.thumb.jpg.60a60b87ebf9b10e314c52141a929599.jpg

4.thumb.jpg.05099176859c3a097b6cc5e865f65c5e.jpg

5.thumb.jpg.d525698c6cbf8c9b1329677e24fad09f.jpg

3.thumb.jpg.e25b08f114f81fc258736c7e86a60eb9.jpg

6.thumb.jpg.2761ef94d666e7d48197614429662f4c.jpg

7.thumb.jpg.0df2f64dc442b681136bd5080606455d.jpg

1.thumb.jpg.770ec9ecd328af4fb0528606f2732006.jpg

Edited by Madkill40
  • Like 1

Share this post


Link to post
Share on other sites
Posted (edited)

Additional changes as of April 10 2017:

  • Fix-Fixed GDI Harvester
  • Clean up left over meshes
  • Removed Moon
  • Sounds fixed
  • Prefabs un-prefabbed
  • Pathnodes cleaned
  • Optimized
  • Fixed collision of a certain 'tree'
Edited by Madkill40

Share this post


Link to post
Share on other sites
Posted (edited)

Additional changes as of April 10 2017

  • FIXED STUPID GDI HARVESTER
  • Added PreviewVid

v1.0.0.2

 

Edited by Madkill40

Share this post


Link to post
Share on other sites
Posted (edited)

Legit.

For realz.

Optimized. 

Frostbite is as ready as any other official map could be for a proper release. @yosh56

Frostbite is definitely going to put up a fight against the 30v30 nemesis.

Just needs developer review and approval from this point on before we can maybe see it in the official releases.

@Ruud033 98% static meshes are set to BSP and lighting tickboxes have been unticked. Skybox ticks are unticked. Outside playing area SMs have no collisions and lighting tickboxes unticked.

After following a tutorial on optimizing I don't quite know what else I can do on the optimization front.

If you can find a way to delete the 'Prefab' sequence from the kismet that would be terrific.Also, @Ruud033 if you could explain what the "failed to compile material instance" d3d9 platform error, (see the log in the post above) then feel free to help me out there as well.

Edited by Madkill40

Share this post


Link to post
Share on other sites
13 hours ago, Madkill40 said:

If you can find a way to delete the 'Prefab' sequence from the kismet that would be terrific.Also, @Ruud033 if you could explain what the "failed to compile material instance" d3d9 platform error, (see the log in the post above) then feel free to help me out there as well.

Can't delete the prefab sequence, thats a UDK error. It'll just sit there forever, empty, alone.

The D3D9 compile error has got something to do with 3 pieces of landscape I think. You could try to simplify the shader and check out where the error leads to but I'd just ignore it.

On 7-4-2017 at 2:37 AM, Fffreak9999 said:

Have you managed to fix the ABSURDLY long loading time for shader building on the server?

Can't fix this as easy as you might guess. You have to simplify the used shaders in the map in order to cut the building time. We don't use cooked packages so can't pre-compile shaders. Simplifying shaders will come at a prettyness-cost though.

Share this post


Link to post
Share on other sites
1 minute ago, Ruud033 said:

Can't fix this as easy as you might guess. You have to simplify the used shaders in the map in order to cut the building time. We don't use cooked packages so can't pre-compile shaders. Simplifying shaders will come at a prettyness-cost though.

Yeah, my SMs are a lot more crisp with their snow to ice ratio. But that's okay. 

The load time after the first initial 'big load' has been massively reduced.

Share this post


Link to post
Share on other sites
1 minute ago, Madkill40 said:

Yeah, my SMs are a lot more crisp with their snow to ice ratio. But that's okay. 

The load time after the first initial 'big load' has been massively reduced.

I was referring to the shader complexity, not the lightmapresolution ;) 

Share this post


Link to post
Share on other sites
Posted (edited)
17 minutes ago, Ruud033 said:

I was referring to the shader complexity, not the lightmapresolution ;) 

Well then... 

Feel like telling me what's wrong with my PreviewVid not showing up as the Loading Screen for Frostbite? All the video settings are the same as Crashsite/Canyon's video settings: Example attached.

CNC-Frostbite.mp4

On 12/7/2016 at 4:13 PM, TK0104 said:

How to make a Preview Video / Loading Screen

Well at the moment we can't do this because the maker of the map Loading Screens (Glacious) is the only person who can make it with these layers with the mapname and 'Establishing Battlefield Control' loading stuff. Maybe you could ask him to make one

Unless this is still the case?

Edited by Madkill40

Share this post


Link to post
Share on other sites

I should have been more specific, the video does play in the Launcher (even if the resolution is 1080p), however I am struggling to make the same video work as a Loading Screen for when the map is loading, in which case I have scaled down the PreviewVid to 320x180px but it does not show the PreviewVid 'CNC-Frostbite'. (See attached example)

@TK0104

CNC-Frostbite.mp4

Share this post


Link to post
Share on other sites
1 hour ago, Madkill40 said:

I should have been more specific, the video does play in the Launcher (even if the resolution is 1080p), however I am struggling to make the same video work as a Loading Screen for when the map is loading, in which case I have scaled down the PreviewVid to 320x180px but it does not show the PreviewVid 'CNC-Frostbite'. (See attached example)

@TK0104

CNC-Frostbite.mp4

Preview Video and Loading Screen Movie are two different files. The loading screens you see when a map loads can be found in / your RenX folder / UDKGame / Movies. And that file type is not MP4, but a BIK file.

 

I hope this is what you mean...

Share this post


Link to post
Share on other sites

Okay. That is now sorted. 

Changes as of April 11 2017

  • Last minute collision/volume/pathnode tweaks
  • Added PreviewImage
  • Re-added PreviewVideo for Launcher
  • Added LoadingScreen_CNC-Frostbite.bik [Map header and loading bar effects not included]

I no longer have a need to touch'up or do anything else. [Honestly.]

Map is done and all that jazz, I really just wanted to include a loading screen which evidently also reminded me to do the preview image.

no more sudden patch updatey thingys. Frostbite. Now. Done.

 

Share this post


Link to post
Share on other sites

@Madkill40

Spoiler

StuckBetweenWallAndAntenna.jpg

stuck (reticle)
StuckNearWall.jpg

stuck
StuckNearGDI-InfPath.jpg

stuck (near GDI inf path)
StuckAreaNearSouthSilo2.jpg

stuck area near southern silo
StuckAreaNearSouthSilo.jpg

stuck area near southern silo
LightNotOnLamps.jpg

that lamp :D light beams need a fix
OnlyOneCrateSpawnPoint.jpg

just a single crate spawn on the map
HideInAndStuckBehindGDI-Ref-GT.jpg

bad collision near GDI Ref GT (incl. stuck location)
HollowRock.jpg

hollow rock
FloatingLanternFundament.jpg

floating foundation
FloatingLanternFundament2.jpg

floating foundation

 

  • Like 1

Share this post


Link to post
Share on other sites
Posted (edited)

gVs092ZxRJCdrthi_ta42Q.png

CT testing server is currently out of date but whenever you try to join you'll get a weird mission screen

Mission: "Find and rescue General Fobby"

Remaining time: 99999

then: d/c and the screen above

@Madkill40

Edited by DarkSn4ke

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
Sign in to follow this  

×