Author Topic: Map suggestion: yet another jump wreck space combat revisited  (Read 4180 times)

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Offline cest73

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #15 on: March 02, 2015, 03:01:32 AM »
this is in line with my observations so far  :)
got in touch with vivicector he is sceptic so far?
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

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Offline cest73

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #16 on: March 02, 2015, 08:13:11 PM »
So far i figured following:
the map has custom terrain (ground with textures, game-fixed objects, featured (animated) objects) and preset data

now i assume following:
-The dropships are fixed game assets
-The spawn hangars (the big one, the field base) are game-fixed presets
-The underground fortress with ramps inside and gates as well as dust-bowl cap points are custom fitted field bases or like
-I played a map where we spawn mech from a dropshi so it could be done (a working D-ship :o )it was some C-march ice mess

and conclude there from:
We make the megalith a "asteroid" of metal, rivets and hallways - it can be done in game editor (for an unknown amount of effort)
We can make the Aegis and Invader also "islands" with said working D-ships (Intruder?) fixed on them
We can "hang" further scaled up or down copies of "dolly" D-ships or working ones (either seen) midst air (err, ::) empty space) no new thing
We can put chops of mechs all around the map (seen on C-march)

Question is:
Can we possibly hang an "modeled" Atlas corpse to rotate upside down midst air
Can we do it to further mech models too (an raped Fafy comes to mind :-X )

If and only if yes (custom model import) then there is one crucial question left further:
Can we make/import custom (~seven) models of "dead BA corpses" with fine tuned low-poly high_quality tex-maps?
As we would need tens of hundreds of them to fly all around (for atmosphere of the map alone)

this are the 8) technical 8) concerns so far  ???
Now i delve into whats needed for actual level design...
:D
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

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Offline cest73

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #17 on: March 11, 2015, 12:41:34 AM »
so far the things develop:
don't hold you breath  :(
but i plant not leave it yet  :)
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

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Offline cest73

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #18 on: March 14, 2015, 10:58:45 PM »
just about to be done with dedicated workstation setup:
1. 775 pc with p4 945 (2x 3.0ghz) 2gb 800mhz ram -> HD4650 radeon
2. w7sp1 64bit on WD 80GB pata hdd ( ::) win7 index =5.0 (due to cpu) ))
3. mwll vanilla (plus version B launch) (1024x768 ~medium settings)
4. sandbox 2 + company
5. questions:

a. what's XSI? how does it relate to 3dsmax?

b. must i use ps/cs for maps?

so now i have to study (will post progress here) :-X
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

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Offline Bird_Thing

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #19 on: March 15, 2015, 12:17:49 AM »
just about to be done with dedicated workstation setup:
1. 775 pc with p4 945 (2x 3.0ghz) 2gb 800mhz ram -> HD4650 radeon

Um... is that 2 GB for the ENTIRE system? Or is that how much G-RAM the video card has? It's not really made clear, honestly.
And I've tried running MWLL on a 4xxx Radeon HD before - the results aren't exactly stable. I'd recommend getting no less than a 6xxx series if you're going with AMD graphics.

Just my opinion, though, you don't have to listen to me...

Offline cest73

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #20 on: March 15, 2015, 07:24:37 PM »
just about to be done with dedicated workstation setup:
1. 775 pc with p4 945 (2x 3.0ghz) 2gb 800mhz ram -> HD4650 radeon

Um... is that 2 GB for the ENTIRE system? Or is that how much G-RAM the video card has? It's not really made clear, honestly.
And I've tried running MWLL on a 4xxx Radeon HD before - the results aren't exactly stable. I'd recommend getting no less than a 6xxx series if you're going with AMD graphics.

Just my opinion, though, you don't have to listen to me...
on the contrary mate  ??? do please elaborate? 

-what is bottom line for nvidia?
-i ran it both r4650 and r6770 and whoa does upgrade do good to the feeling  :D

yes the system is 2x 1gb @800 (dual channel) the radeon is 512M i think (1Gb at best -not sure)
i have to keep water detail at low (which sucks on t-rift  :'( )

how much does performance affect map-design?
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

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Offline Starch1ld

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #21 on: March 15, 2015, 07:37:11 PM »
just about to be done with dedicated workstation setup:
1. 775 pc with p4 945 (2x 3.0ghz) 2gb 800mhz ram -> HD4650 radeon
And I've tried running MWLL on a 4xxx Radeon HD before - the results aren't exactly stable. I'd recommend getting no less than a 6xxx series if you're going with AMD graphics.
-what is bottom line for nvidia?
-i ran it both r4650 and r6770 and whoa does upgrade do good to the feeling  :D
For smooth gameplay, I would reccomend at least

AMD: GCN architecture GPUs (78xx/79xx/R9-270/280/290). Radeon HD 6xxx is actually an AMD rebrand of the ATI 5xxx series, so I wouldn't reccomend them. Old stuff.

Nvidia: Kepler/Maxwell GPUs (GTX 680/760/770/780/960/970/980). Fermi (GTX 470/480/570/580) is old, crappy, and generally a bad idea.

Offline Bird_Thing

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #22 on: March 15, 2015, 08:34:43 PM »
Whatever.........a 6570 works just fine together with 8 GBs of RAM and an FX 6300 CPU, on all detail-level settings.
At least for me it does...
That might be an old GPU, but it gets the job done in most cases. MWLL isn't as demanding on resources as other games are, so I figured something decent should fit, especially since this system is to be a dedicated server.
I wouldn't argue against any of your other options, Star, I'm just suggesting a low-cost, yet decent one.
I don't know cest's budget....
Anyway, I shan't argue further.
« Last Edit: March 15, 2015, 08:54:18 PM by Bird_Thing »

Offline Starch1ld

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #23 on: March 15, 2015, 09:12:00 PM »
Whatever.........a 6570 works just fine together with 8 GBs of RAM and an FX 6300 CPU, on all detail-level settings.
At least for me it does...
That might be an old GPU, but it gets the job done in most cases. MWLL isn't as demanding on resources as other games are, so I figured something decent should fit, especially since this system is to be a dedicated server.
I wouldn't argue against any of your other options, Star, I'm just suggesting a low-cost, yet decent one.
I don't know cest's budget....
Anyway, I shan't argue further.
I see. No, no, I was talking about suggested hardware that would let you play at 40~60 fps with full detail :P
From my point of view, less than 25 fps (in any case) is "unplayable" :)

I got a GTX 480 and an AMD 1090T, currently I'm getting an average of 40 fps at low-mid details, with occasional drops to 20 fps that are very annoying. Tomorrow I'll get my new R9 280. Hope it'll be better :)
« Last Edit: March 16, 2015, 07:41:50 AM by Starch1ld »

Offline cest73

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #24 on: March 17, 2015, 12:23:56 AM »
while i understand what's proposed here :o my question was of other concern:

how does performance affect the actual map development in the long term?

Do I have to rig up to full scale detail ::) @25fps (absolute minimum=22fps for fair play IMO)

or i get by with my current (mid/low) rig? ???

I would love to have an HD7770 (better yet HD6970) and Q6700 on a P35 with 4GB ram  8), but do i need one?
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

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Offline Bill

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #25 on: March 17, 2015, 11:08:33 AM »
I've a 6970 (well a flashed 6950 from back when they were the same card besides bios) and it's never had a worry with mwll.

As for your question regarding map making, I'll ask Deathbane what he was running back when he was doing mapping for this.

From what I remember it was some god awful frankenbeast of a pc running XP, so I don't think you'll need anything overtly ott for it. But the counterpoint is this, if you're going as far as to learn to utilise cryengine tools would you not be better off having some hardware that can carry that knowledge over onto cryengine 3 as well?

It'd make learning an antiquated piece of software a little more rewarding imo, your shout though as ever holmes.

Offline cest73

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #26 on: March 30, 2015, 06:08:41 PM »
due to kindest support of ELH_Vivicector, Ivaan and Sannyasi's .cry files i've been able to take a glimpse of how complex map building a task is.
 :o
Still i persist we would benefit of an lagrangean battle theater


So one step in a time i plan to firstly build that dreadfull Aegis battleship ant try make an map out of it guts (TC_mothball or SA_mothball) for testing just how complex it would turn to be?

So i politely ask:
how does one create objects for import into the editor? any tutorials please?

I have skills in Blender 3D

 ;D
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

HPG data-links: Easy tweak FPS n'more
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101 Survival guide;[R.S.]
NEWS!

Offline cest73

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #27 on: April 01, 2015, 04:37:07 PM »
here is another problem  ???
Sannyasi's gratious maps broke my game  :o :
once i "poured"  :D the "cry-files" archive over the levels folder the game stopped working:
i start it, and upon trying to connect the server offers me with map download which fails (for i've been fed with zoetermeer instead of thunderrift)
Quote
Zer0 problem i will download manually  ::)
Then i discover there is no t-rift for download any where  :o and my local copy is on a remote usb-stick  ::)

So:
Either we upgrade the download-able maps to Sannyasi's (w/o cry files) or we make another (7.1.1?) release with them included?

Otherwise i would have to choose between map making and/or game playing?  :-\

For this to be accurate it is easy to check: file sizes differ from MWLL release and Sannyasi's files

What do i do now? (except i will have the backup-stick en situ ::) )
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

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Offline ELH_Vivicector

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #28 on: April 02, 2015, 03:19:45 PM »
Thats a no problem: just rename map folders! Like "TC_Thunderrift" to "TC_Thunderrift_actual" and "TC_Thunderrift_dev". Simple!

You will need to rename the map folder you want to use into its normal name before start.

P.S. KEEP BACKUPS of any map you do. Always! A lot of backups! Like, 30 versions of your map. Otherwise, you will have to start from scratch at some point. Sandbox is bugged. You map WILL get corrupted at some point. After that, only your backups will save your time and effort.

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