Author Topic: Map resources wishlist thread 2017.  (Read 1768 times)

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Offline cest73

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Re: Map resources wishlist thread 2017.
« Reply #15 on: April 11, 2017, 07:51:24 PM »
Not that I expect anyone follow this, but (here goes):

How about some gargantuan skeletons to use on maps?

1. endo skeletons (easy) of gargantuan animals

2. exo skeletons (insects? arachnids? )

so our beloved mechanical contraptions can wade about and use for awe and cover?

need I make preview?  ::)

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Re: Map resources wishlist thread 2017.
« Reply #16 on: April 11, 2017, 10:41:37 PM »
How about some gargantuan skeletons to use on maps?

1. endo skeletons (easy) of gargantuan animals

2. exo skeletons (insects? arachnids? )

so our beloved mechanical contraptions can wade about and use for awe and cover?

need I make preview?  ::)
Eh, these don't really sound "Battletechy", nomsayin. But I'd love to see a preview.

Offline RDL_Vitos

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Offline cest73

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Re: Map resources wishlist thread 2017.
« Reply #18 on: April 12, 2017, 04:54:41 PM »
@Avatar,
I bet You would, wouldn't ya? ;)
@Vitos,
All the while being right (spot on), You are missing a point, so You are wrong too :).

And for two things, let me explain:

1. Copy right/ authors permit - we need ask for each and there from we might only attempt import into CRY2

2. Plants need be further processed (weight painted) for proper implementation: the leaves to swing or whirl while the branches only bow a little, for the import to be any good, then we need make them destructible too.

IMO what's most probable for mappers:

1. huge corpses / skeletons of both trees and animals (so no "wind" problem, and no "destruction" problem at short term)

2. pick one maybe two plants that matter most and make them proper (weight painted) for inclusion maybe even destructible?

3. Scenery structures (yes city maps too) to be either on mappers disposal (here or?) or included in the shipped set as buildings

4. IMHO no buss stops (but metro stops and overhang magnet rails and moving roads (conveyor belt style)) for we are in 31st century  ::)

5. Powerman is good idea (not for game but an animated sequence comes to mind...)

6. Textures as lava rivers and mud slides and odd liquids (landfill map?) comes to mind...

I will try make the corpses as time permits...

Offline RDL_Vitos

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Re: Map resources wishlist thread 2017.
« Reply #19 on: April 12, 2017, 09:05:19 PM »
Plants - Is configured (leaves to swing and more) in the "material" , and destructible objects (for simple destroyed, like a mwll pine)) . All make in Editor.

other (busstop, buildings, outpost, cars) - use as simple static objects(brushes) on the map.

p.s. : "1. Copy right/ authors permit - we need ask for each and there from we might only attempt import into CRY2" - its free models for free game. ) Correct me - if we do not have to ask the authors of those models? Non-commercial use License.

« Last Edit: April 12, 2017, 09:11:17 PM by RDL_Vitos »

Offline cest73

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Re: Map resources wishlist thread 2017.
« Reply #20 on: April 13, 2017, 09:30:59 AM »
1. if this is true, then some with proper material export could handle those plans in a day (all of them), I might ask on Discrod (as could You too)?

2. The simple ones, i guess, I could bring over, but again, i repeat, the materials, as I do it, its tedious and takes me few days per model?

3. If free for non commercial use, and in public domain, I still believe we should ask, out of politeness?

Offline RDL_Vitos

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Re: Map resources wishlist thread 2017.
« Reply #21 on: April 13, 2017, 04:30:22 PM »
2, 5, 7, 8 - will be good.

Quote
"3. If free for non commercial use, and in public domain, I still believe we should ask, out of politeness?"
Yes. Agree.
« Last Edit: April 13, 2017, 10:09:18 PM by RDL_Vitos »

Offline RDL_Vitos

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Re: Map resources wishlist thread 2017.
« Reply #22 on: April 13, 2017, 04:41:43 PM »
Some of these models I would use to replace the reiterative on map.




Offline cest73

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Re: Map resources wishlist thread 2017.
« Reply #23 on: April 21, 2017, 06:56:44 PM »
Agreed, makes a difference :)

Offline cest73

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Re: Map resources wishlist thread 2017.
« Reply #24 on: November 17, 2017, 04:44:40 PM »
« Last Edit: November 17, 2017, 05:44:14 PM by cest73 »

Offline cest73

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Re: Map resources wishlist thread 2017.
« Reply #25 on: November 18, 2017, 07:24:05 PM »
« Last Edit: November 18, 2017, 07:40:46 PM by cest73 »

Offline cest73

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Re: Map resources wishlist thread 2017.
« Reply #26 on: November 21, 2017, 11:26:12 PM »
turrets are finished, only minor tweaks are still due...

some peaky peeks and the files needed (currently only works in Alpha build :-\ )

Offline cest73

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Re: Map resources wishlist thread 2017.
« Reply #27 on: November 25, 2017, 09:01:09 PM »
Current link to Aurora files:
Aurora (dropbox)

Other links are obsolete
- LRM20 turrets are designed (no textures done on any turrets yet)
- Custom turrets are tested ( OP as fsck :^] )
- It can be hung mid-air (airborne with retracted gear) or deployed on the ground with couple of different cargo-modules available ( also not UV mapped yet)
- It's tested in game so far (locally) and most of the files can be contained to map folder except some few (showstopper).

The final solution is currently being worked on...

Enjoy:

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Re: Map resources wishlist thread 2017.
« Reply #28 on: November 30, 2017, 01:09:09 PM »
So, after a bit of running-around yesterday, I'd have some observations I promised to share:
  • First things first, if this asset is to be used in any map, ever, weapon turrets must be downgraded (or tested out/rewritten). The PPC and Gauss turrets instahit CTs and although the LRMs do not lock, anything gets eaten in seconds.
  • My gripe with the current, spherical dropship model also applies here: the texturing is very bland. I'll update this post with some examples about what I mean.
  • Clipping issue between some parts. BAs can walk through the tail fins. Examples pending.
  • I'd remove the cockpit and engine rooms (or rather spaces) completely. They are practically empty and hardly add anything to the feeling and playwise. Just close the hangar bay on both ends with a wall, maybe with some door texture.
  • The LRM turrets seem kind of awkward both in their placement and model; like they were just slapped on without much thinking. Compared to the other turret models, which fit really well on the ship, they seem like they don't belong.
Overall my impression is that this can be a really nice cosmetic and even strategic element to any map in the future (or past). Kudos to cest for putting in the work so far and hope your enthusiasm remains.

Offline cest73

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Re: Map resources wishlist thread 2017.
« Reply #29 on: November 30, 2017, 11:01:15 PM »
kindest thanks for the remarks - they really are worth to me.

Missile Turrets:
The LRM20 turrets are awkward - yes, i was testing the rigging of turrets and got (I admit) carried away. I was also curious to test the "Ryo paradox", and am quite surprised how it turned out. The "skinny" shape proved hard to hit.
But yes they "don't belong" I agree.
Any proper design at hand to share?

Inside:
I too was bothered with the internal structure of the ship - either to do it right (the current was a mere placeholder) or to do it blind - as you said. But that is the thing I loved about this game so much: the dedication to details. For the time being, I might make some proper walls and leave closed access doors...

Clipping:
Clipping is due to net code - I guess no help to that. But the nacelles (engine housings) where bad at a time and didn't register with the physics :^/ - some of that can be material issues and easy to remedy...

Textures:
If bland texturing is Aurora in comparison to to the Main hangar - then I agree - I have miles to go to get that level of finish - or an accomplice for texturing alone :)

Slug shooting Turrets :
Once I had them rigged up, I was testing them against static BA dolls; funny enough they seem to miss for the amount of divergence of the cannons (2x105cm)?
Yes they need to have the fire rate, damage and precision checked by someone actually competent?


Further, I was thinking to only leave the flat bottomed module bay for the final ship - the one with hydraulic cylinders that actuate it, and scratch all the others (except the ridiculous Gunship modules -they stay :^]  )