Author Topic: Map suggestion: yet another jump wreck space combat revisited  (Read 4355 times)

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Offline cest73

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #30 on: April 02, 2015, 09:27:45 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.
Thank me later.

http://doc.crydev.net/AssetCreation/frames.html?frmname=topic&frmfile=index.html

http://doc.crydev.net/SandboxManual/frames.html?frmname=topic&frmfile=index.html
Most kind thanks to both of You! :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 Ivaan

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #31 on: April 02, 2015, 09:33:16 PM »
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.

This.
Also write this command into the console when you are in the Editor.
e_terrain_occlusion_culling 1

This way you can see if the map is corrupt/has the visibility bug while in the Editor. Without it it's only visible in the game, and you don't want this kind of surprise, beacuse it cannot be fixed - you will have to revert to an earlier version of the cry file, which you saved elsewhere to a safe location hopefully - 30 times as Vivicector suggested. :)

The way I worked is this:
Make some bigger/smaller changes, maybe work for about an hour -> check if there is corruption -> if no, save the cry file to a safe location ->continue to work again. Repeat.


Offline cest73

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #32 on: April 03, 2015, 03:52:26 PM »
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.

This.
Also write this command into the console when you are in the Editor.
e_terrain_occlusion_culling 1

This way you can see if the map is corrupt/has the visibility bug while in the Editor. Without it it's only visible in the game, and you don't want this kind of surprise, beacuse it cannot be fixed - you will have to revert to an earlier version of the cry file, which you saved elsewhere to a safe location hopefully - 30 times as Vivicector suggested. :)

The way I worked is this:
Make some bigger/smaller changes, maybe work for about an hour -> check if there is corruption -> if no, save the cry file to a safe location ->continue to work again. Repeat.

Although i worked on some pretty buggy softwares in the past ( circa y2k -> 3dsmax, msword) it saves tons of aggravation to have headsup on such nasty bugs present (manual file regression  :o )
i cant thank You enough
 ;)
btw:
killed win7 on ram upgrade (->6GB for swapless work) (sadly :-[ it was due to bios bug :P ) have to clean install the rig from scratch :-\ (every evil for some good  ::) )
"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
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline cest73

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #33 on: February 04, 2017, 10:09:04 PM »
Update:
I began crafting the Aegis in Blender 3D.
« Last Edit: February 07, 2017, 12:54:52 AM by cest73 »
"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
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline cest73

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #34 on: February 07, 2017, 12:48:37 AM »
"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
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline ELH_Sudibor

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #35 on: February 07, 2017, 09:05:53 PM »
Good!
NBT-HC ELH

Offline ELH_Goat

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Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #36 on: February 11, 2017, 11:53:36 AM »
WIP:
(sneaky peak)
https://www.youtube.com/watch?v=7dfGN2a7bYc
feedback?

It looks nice idd, although the way you've made it it looks more chubby than that


Offline cest73

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #37 on: February 11, 2017, 01:27:36 PM »
It was on purpose so, to allow use it as a map. A tiny map tho.

Here the (hopefully) completed version (Alpha stage)

Initial release
And updated one
I'm open for suggestions.

Version used:  Blender 2.78
« Last Edit: February 11, 2017, 03:26:22 PM by cest73 »
"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
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline Bill

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #38 on: February 11, 2017, 06:54:05 PM »
Don't have blender, the yt video of it looked fine though. One thing I can say with certainty back from the old dev days is we were/are sorely lacking for environmental assets for mappers and the like, so if you're willing to continue this trend Cest you could actually do a large amount of good.


Offline cest73

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #39 on: February 11, 2017, 07:41:11 PM »
kind thanks for the feedback :)

1. Blender is free to get (free as in free beer)
2. kind thanks for reviewing the videos
3. define
Quote
environmental assets for mappers
?
"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
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline RDL_Vitos

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #40 on: February 11, 2017, 11:12:11 PM »
Buildings, stairs, walls, watchtowers, bridges, roads, street lights, vegetations, rocks, cars, industrial mechs, dropships, shuttle, jumpships and etc

Offline cest73

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #41 on: February 12, 2017, 11:10:27 AM »
Well, I was planning:

1. Aegis (all factions warship )
(attached image below)
2. Invader (all factions jumpship)

3. Intruder (heavier armed and armored than Union class already present)

4. Vengeance (ASF only dropship and a pocket warship - for future cosmic maps)

and further than that I wouldn't plan.

Maybe only the order of doing it (Aegis remains as the first one obviously).

But now the question remains if it can be ported into the Snadbox2  ???
"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
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline Bill

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #42 on: February 12, 2017, 04:30:48 PM »
Buildings, stairs, walls, watchtowers, bridges, roads, street lights, vegetations, rocks, cars, industrial mechs, dropships, shuttle, jumpships and etc

This, pretty much in order of importance as well.

Offline cest73

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #43 on: February 12, 2017, 08:03:53 PM »
well if porting the Aegis goes well, I guess I could port few buildings in that order of preference?
:)
"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
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline Bill

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #44 on: February 12, 2017, 08:20:09 PM »
It'd all help, expanding the environmental assets to more battletech themed ones has been something the mod has needed for a while. Give it a proper flavor of the universe so to speak.