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Post by sparrowhawk on Oct 30, 2005 22:12:42 GMT -5
That's 16 maps a week and 8 hours for sleep, eating and whatever you want to do a week
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Post by DarkKnight on Oct 31, 2005 2:12:12 GMT -5
where is the rest of the tutorial lol
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Post by titan1x77 on Oct 31, 2005 8:56:23 GMT -5
ok titan... the weekend has about 48 hrs... so we can expect 2 new quality maps every week from you Got kids too About the map so far: I did work on it a bit more, Total mesh time is now roughly 5 hours....had Ren-x crash at one point too I'll add pictures and I'll open questions to anything I don't Explain. I will go back and copy and paste everything discussed so it becomes a Tutorial ....sort of how I want this Tut to come out...that way everything gets explained. please pin this BTW I'll check out that thread and give you guys the info on how to fix it.
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Post by titan1x77 on Nov 2, 2005 6:27:12 GMT -5
Here's some SS's www.flickr.com/photos/titan/sets/1274304/Click on the pic in the set and click on all sizes to see the full image. I have now gotten to 7.5 hours and I have done : Full terrain modeling Full terrain Texturing Base placement Object creation and placement Still left to do: Tiberium field's LE work I'll now go Step by step on how this was done..... Create a plane with sufficent number of segments....convert to editable mesh or poly. Go into vertex mode and start to outline my hills, I do this by using target weld and snapping verts together with the XY axis. After I have outlined my hill's I then go into polygon mode and extrude and bevel it up a few segments to my desired height and shape. I then select the poly that was extruded prehaps just the top 2 segments and apply a mesh smooth modifier with a power of 1 for Iterations using Nurms as my subdivision method.....also make sure to just apply this to the polys selected by unchecking "apply to whole mesh" Alternate method: Just using the Editable plane I will use soft selection to move the vertex up on the Z axis then taking the heighest pioints and moving them along the XY axis to create a more full and steep hill once I have a good size hill I will then apply the mesh smooth to selected poly and have it smooth it out. I then collapse all. Now youll notice it's editable poly, I go back into vetex mode and use various amount of soft selection and form the shape of my mountains or small hills etc.. Using the XY axis you can make steeper hill's that arent so flat and climable......to give it some height in certain areas just soft select and raise in the Z axis. I take it most of you know some common knowledge of Ren-x. After that was done I work on smaller area's.....smooth out more poly that are to sharp and jagged. Adding tunnels are easy.....just use the top view to create a box the length of where you want it to go....once its around the right length, play with your box (extruding, width, etc..) and complete it's mesh before you attach....then detach the end polys and weld to your terrain....after welding detach the same polys and attach back to your tunnel/cave network. Once your terrain is complete select it and add a optimize modifer .....you can do this in areas that have to many poly or you can go ahead and optimize the whole mesh(not suggested)... Always model and optimize before any texture work is done.Ren-x and texturing is buggy at times.....Save often! Remember, Renegades lighting is based on vertex....so make sure to have sufficient amount of polys in areas of interest. I'll take some questions on what Ive discussed so far that way we dont get ahead of our selves just yet. The above process takes about 2 hours or so hours depeding on the Size of you map it make take longer.
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Post by Coolair on Nov 3, 2005 12:50:26 GMT -5
*places Ren-x away and takes 10 steps back. (I think ill leave this to the pros)*
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Post by DarkKnight on Nov 3, 2005 14:56:02 GMT -5
i think thats the point, he is trying to make us all pro's. Just think if all of us made just one map. The newmaps server would be totally brand new.
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Post by Escalade on Nov 3, 2005 15:40:57 GMT -5
And pure ownage as well because all of us are very creative ;D
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Post by Escalade on Nov 3, 2005 15:46:37 GMT -5
I do this by using target weld and snapping verts together with the XY axis. I have no clue how to do that target weld thing and i think others might have the same question.
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Post by gbull on Nov 3, 2005 17:57:11 GMT -5
awesome
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crazfulla
Senior Member
Pain, Without Love...
Posts: 355
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Post by crazfulla on Nov 3, 2005 18:41:47 GMT -5
I do this by using target weld and snapping verts together with the XY axis. I have no clue how to do that target weld thing and i think others might have the same question. see the renhelp website, you select some verticies and hit weld selected....deforms the terrain so you can make different shapes...
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Post by Coolair on Nov 3, 2005 19:56:01 GMT -5
I like the lighting in that map. It reminds me of a RenAlert map (Cant remember which one exactly).
Is that a flying map?
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Post by sparrowhawk on Nov 4, 2005 4:33:23 GMT -5
Great job titan Really nice map Also, is this map going to be in the CP pack?
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Post by titan1x77 on Nov 4, 2005 7:56:11 GMT -5
not that map...I have a larger map in the works for CP2...will include a FULL base. Great question about Target weld....this is why im making a live tutorial...get questions and give answers. when you Select a vertex(the blue dot ) you can connect it to another blue dot directly.....the method crazfulla mentioned is a lazier/different way of doing it to connect the 2 vertex half way from each other. Sometimes you need to directly connect your Vertex to an exact location. This way I have an outline of my exact sketch of my map. Map update: 1 more hour of work done.. added: Tiberium fields Vehicle & Infantry blockers Textured water(so the terrain wasn't compltely textured yet ....lol) postioned a few rock's and tree's in different area's Plan on 1 more hour of work then it's done......But Im going to go back after testing the final map to make the FPS higher....probably one of the most single important things you can do for a map,we all know how people can't stand laggy maps....and with 30 or so players it can get bad. So give me one more hour of work.....Will try to get that in this weekend, and I'll upload a Beta version for testing of gameplay.
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blast
Senior Member
Posts: 379
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Post by blast on Nov 4, 2005 14:14:06 GMT -5
is it just me or is that tutorial. Aircraftkiller made just to confuesing. i think he presumes everyones at his level. it mite just be me but i dont think he verey good at making his tuts clear. im looking forward to titans tut. i know these tuts take time. so take as much time as you want titan. and when your tuts finished post it up and i;ll have a go at making a map. i dont know about making it in 10 hours . for me it most probably be more like 10 months l ;D ;D
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Post by Escalade on Nov 4, 2005 16:50:51 GMT -5
when you Select a vertex(the blue dot ) you can connect it to another blue dot directly.....the method crazfulla mentioned is a lazier/different way of doing it to connect the 2 vertex half way from each other. Sometimes you need to directly connect your Vertex to an exact location. This way I have an outline of my exact sketch of my map. Great but, this still doesn't answer my question. How do i weld 2 vertices together
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