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Post by titan1x77 on Nov 4, 2005 17:17:25 GMT -5
Escalade, select Vertex from the editable mesh tree, In the roll out menu to the right scroll down until you see the welding options one will say Target select that and then drag a vertex to another one and it will snap together.
Blast, I will copy everything talked about here and post it as the final tutorial.....Im hoping this will get pinned....I will also put this up at my website and on Renhelp and the Renegade forums after it's done.
BTW....I worked on the map and it's done, I will upload the map when I get back home for Testing.
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Post by Escalade on Nov 4, 2005 18:10:57 GMT -5
Ty That explains it ;D
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Post by Escalade on Nov 4, 2005 19:17:55 GMT -5
Ya know how when you hit M and the renegade material editor thing pops up, well when i hit M it doesn't pop up. It used to but it stopped for some reason. Any clue?
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Post by titan1x77 on Nov 5, 2005 6:18:39 GMT -5
Try going to the customize window and apply M as the hotkey for the material editor....
This happened to me awhile ago and I think I had to go into customize and apply M as the hotkey.
Actually, You might of toggled hotkeys off.....look on the bottom near the animation snaps for a key toggle looks like a keyboard button.
Looking for a host to host the beta map.....Remember this is a beta version and the FPS will prob be the only thing I do unless theres a serious bug.
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Post by titan1x77 on Nov 5, 2005 6:40:12 GMT -5
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blast
Senior Member
Posts: 379
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Post by blast on Nov 5, 2005 7:07:32 GMT -5
thats a nice little map .... i just had a run round it on my own. not bad if we can get 3 or 4 people making some maps ... then we would have some nice new maps for the server. i;ll have to study them tutorials again as i rember downloading these renx tools and stuff when ren first came out. i only got as far as making the basic westwood tutorial map with a cone and a tea pot on it. ;D ;D ;D ;D
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Post by titan1x77 on Nov 5, 2005 15:27:15 GMT -5
Let's continue with the Tutorial.
BTW I need any questions you may have about what Ive explained so far and what im about to explain.
we last left off at Optimizing your Terrain.
After we have the Terrain complete we need to cut away to make seperate chunks of Terrain for Texturing
I go into Edge mode and choose cut from the roll out menu. I then outline my Tiberium fields and team bases.
*** After doing so I enter polygon edit mode and select each poly and Detach from either the right click menu or the roll out menu
*** Once I have seperate objects to Texture, click on each mesh and press M
For most of the Terrain I use 2 pass and use 2 textures
Pass 1 is the texture that will be painted on....just choose the Texture and hit apply,You may want to change it's UVW to 2
Pass 2 choose a Texture and change opaque to Alpha blend, click display and then Apply.
***
Then Add a UVW map to size the Texture correctly....Grass,Sand,Dirt is about 8-12 meters If you have pass1 as a mountin or vise versa, change it's propertys in the material editor to UVW 2 and apply a second UVW map on channel 2 and tile it at about 20-30 meters.
I use box (sometimes I have sand painted across a mesh that is along the z axis and dont want it stretched)
The size is up to you...different textures look better tiled at a larger size.
***
there is 2 ways of painting....1st way is to add a vertex paint modifer....change the color of the swatch from white to Black (grey scale) and click on the brush to paint your pass 1 texture.
Black will be the pass 1 Texture.....gray will be half and half....white will be your base texture (pass 2).
***
2nd way it to go to editable mesh and select each Vertex and change it's color from the roll out menu from white to black or anywhere in-between.
***
I'll return with more later....think im going to join the server.
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Post by gbull on Nov 5, 2005 16:28:58 GMT -5
A moderator Might want to copy this text and put it in a locked sticky
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Post by DarkKnight on Nov 5, 2005 23:40:50 GMT -5
yeah i agree, could you take this someplace maybe when he is done and put it al together with no comments.
Then keep this thread here for questions.
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Post by titan1x77 on Nov 6, 2005 2:46:00 GMT -5
Im allready compiling a .txt of question's and answers to anything explained.
The *** 's you see are intended for me to take SS's of what exactly to do in Ren-x
I need you guy's help though, Beta test the map and tell me what can be Improved or any bugs that need to be corrected.
Im purging this with other communites after as one cleaned up tutorial.
It's posted here 1st but will advance as far as the whole Renegade community has question's.
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Post by Dhitman66=[UN]= on Nov 6, 2005 17:42:26 GMT -5
Hey Titan. It's good to see you are still around. Here is a dumb question for you. The file I downloaded from your link has the .rar ext. how do I get Renegade to recognize it with that extention so I can test it?
Dhitman
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Post by God of Death on Nov 6, 2005 18:43:04 GMT -5
You have to extract it. Download winRaR from www.download.com and then extract the file.
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Post by Coolair on Nov 6, 2005 18:55:46 GMT -5
I must say i like the map . I have a few suggestions that "may" make it better. See what you think 1. How about making this a Night map. I dont know why but someting just tells me that this would be good at night. 2. Here are are a few pointers & screenshots i took. Mainly about base defence. A. GDIB. GDIC. NodD. NodI think its a great map to show what can be done in a short space of time! Keep it up and i hope to play it with others soon.
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Post by Escalade on Nov 6, 2005 20:13:14 GMT -5
I agree with that coolair, the teams should have an equal amount of base defenses. Also the walls should have ramps so you can walk up on top of them.
I'm not a fan of invisible walls I would like to see if you could go behind the base maybe make a ramp for infantry or something.
Nice map tho looks sweet. ;D
I was wondering how you make the terrain look so smooth mine is always blocky or just looks aweful.
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Post by titan1x77 on Nov 7, 2005 5:04:07 GMT -5
Coolair, I was thinking about adding a ramp in that exact spot!....might go thru with this ...I have a spot for GDI too.
I wanted to keep the turrets even, 2 for gdi 3 for nod is equal in terms of how weak the turrets are at dodging.....I might consider 4 for gdi 6 for nod.
You can repair that turret from underneath it.....but if C4 is on the front your screwed....if i add a ramp that gives raveshaws a great advatage of staying right at that wall....not to sure about adding a ramp there.
escalade, the gun turrets are alot more effective then a nod turret...for several reasons.
Invisible wall's are to keep the gameplay tighter with a limit on places people can go....This map may be used for Reborn too.....with some of these changes in mind.
Thanks for taking the time to upload the pic's and explain what you'd like to see.
Right now Im going to finish the Core patch map.....then optimize and fix any bugs with this map after some testing by the community.
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