Author Topic: SA_Urban_Jungle  (Read 16695 times)

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Offline Ghiest

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Re: SA_Urban_Jungle
« Reply #15 on: February 10, 2010, 11:48:37 AM »
Exporting to Crysis from Max is pretty easy, only thing you need to actually get right is the UV mapping for the multi-sub materials so that in the editor the textures line up ect but that's pretty much basic uv mapping for larger objects such as buildings.

Offline Stahlseele

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Re: SA_Urban_Jungle
« Reply #16 on: February 10, 2010, 02:23:54 PM »
How many of the stock Crysis buildings can you use?

A city with massive skyscrapers would be worthless, it'd just be a maze you run through. Being able to jump on top of buildings and the like is the preferred implementation I assume.

Unfortunately, the vast majority of the stock Crysis "buildings" are shacks or base emplacements.  There are not any real buildings of consequence, and certainly nothing that you would consider placing down to represent a city.  Although we still have some road to travel, the eventual goal is Total Conversion, meaning no use of stock Crysis assets whatsoever.

And before you ask, we can't just go "borrowing" from other mods without permission.   What we really need are volunteer modelers and artists who can produce assets worthy of CryEngine2's capabilities.
question:
is that just a matter of pride?
i mean, if there are good and useable assets allready in crysis, why not use them?
still means a metric shit ton of work for your poor guys, as nothing in stock crysis was ever really meant to accomodate mech scale combat, but still O.o
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
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Offline KingLeerUK

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Re: SA_Urban_Jungle
« Reply #17 on: February 10, 2010, 06:28:02 PM »
question:
is that just a matter of pride?
Pride is such an emotionally charged word.  I think the better response is that it is more a matter of maintaining high quality standards, ensuring that assets are optimised as best as possible for multiplayer and retain a consistent style.  It's not always about what looks the best, but how any given asset of a game interacts with the other elements to provide a good gaming experience.  This is one of the great benefits of working with a team of industry-experienced individuals; you can improve your skills and your resulting work through peer review and group feedback.

i mean, if there are good and useable assets allready in crysis, why not use them?
Crysis does not have city building assets that would be useful for a MechWarrior game set in the 30th century.

still means a metric shit ton of work for your poor guys, as nothing in stock crysis was ever really meant to accomodate mech scale combat, but still O.o

This is why I encourage anyone that has modelling, texturing or mapping skills to please submit an application to join the team.
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Offline Crashagn

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Re: SA_Urban_Jungle
« Reply #18 on: February 10, 2010, 08:27:12 PM »
I'm sure shacks were used in the 30th century for the low housing areas on the outskirts of town.. Great BA hiding places if you ask me..If its usable (legally) then I say use it,  if it'll work

Offline Stahlseele

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Re: SA_Urban_Jungle
« Reply #19 on: February 10, 2010, 09:13:28 PM »
I was mostly talking about vegetation and rock formations and sand textures and the such.
The shacks in vanilla crysis can be destroyed by hitting them with your bare fists with strength mode on.
A BA won't fit in there, as a BA is 3 or more meters tall. not below 2m like the XV-81/ XV-84/XV-89 Crysis Battlesuit.
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
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Offline [MPB]OM_Sannyasi

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Re: SA_Urban_Jungle
« Reply #20 on: February 11, 2010, 12:54:04 AM »
you guys should make a couple buildings and apply- i really wanna put together a city map


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Offline Salvatoris

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Re: SA_Urban_Jungle
« Reply #21 on: February 11, 2010, 03:10:03 AM »
I was mostly talking about vegetation and rock formations and sand textures and the such.
The shacks in vanilla crysis can be destroyed by hitting them with your bare fists with strength mode on.
A BA won't fit in there, as a BA is 3 or more meters tall. not below 2m like the XV-81/ XV-84/XV-89 Crysis Battlesuit.

If you add the buildings as a brush rather than an entity, they don't fall apart like that.  Also you can resize any brush or entity to fit the scale of Mechwarrior a little better.  Just remember to constrain the proportions, if you resize it unevenly, it loses clipping.  I am adding a mining complex to my current map, using just about every appropriate building included with the editor, all scaled up to about 1.5.  It's no city map, but fighting in that area is a good simulation of city combat... personally, I have no qualms about using stock assets, assuming they fit the setting.  Even using every building in the editor or posted by the crymod community, we would have pretty repetitive town.  There are really very few city buildings available, and what is out there is designed to be seen from the inside.


Offline Sofa_Kinng

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Re: SA_Urban_Jungle
« Reply #22 on: February 11, 2010, 03:21:26 AM »
I would personally love to see a city map with sprawling suburban areas. Long range combat can consume the outskirts of the city, while close quarters melee can take place within the city confines. Ambushes designed to draw a few long range hitters out of the countryside and into the buildings would be a great strategy, and optimize lightweight close range mechs, where as currently it is very hard for such a mech to get very far in this mod, as there's too much ground to cover and get blown away by missiles, even if you are passive.

In short, the opening cinematic to MW3 was a perfect example of what I would like. IS forces retreating into the city to draw the two clanner mechs within the confines, where an IS mech lance could take away the advantage of the Thor and Mad Cat's ER PPC's and ER Lasers.

Also the scene with the two Flea's stalking the Thor from the rooftops was pretty beastly. Forget the part where one of them get's roflpwned in one ERPPC hit.

Offline Pentence

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Re: SA_Urban_Jungle
« Reply #23 on: February 21, 2010, 06:12:56 AM »
Well i am working on other battle armors right now but i think i could toss together a few buildings . :) 

Anything in particular needed /wanted? I have a day off and only one thing to do sunday and then i got tuesday off i can dedicate those days to constructing something.
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Offline ThunderHawk819

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Re: SA_Urban_Jungle
« Reply #24 on: February 21, 2010, 06:31:12 AM »
Start with shattered and burnt out buildings, some see through, others not so much. Plus we could use buildings that are no more than a 4" in. in height (however, it's done). Another possibility is twin aerospace ports, both inner sphere and clan, each set in a different area of the map. One to a base just like Sand Blasted and Clear Cut. Also, the map should come around like that of Clear Cut but with a mountain as a back drop surrounding the map. basically that's all i can think up.

Offline ~SJ~ Blhurr

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Re: SA_Urban_Jungle
« Reply #25 on: February 21, 2010, 05:02:43 PM »

Anything in particular needed /wanted? I have a day off and only one thing to do sunday and then i got tuesday off i can dedicate those days to constructing something.

My vote is for Skyrails and raised interstate freeways.  Shooting over and under these would be cool.  My guess is that future freeways will be stacked 2,3 even 4 times to increase potential traffic volume in densely packed cities. 

I'd like to theorize on something as well.  Urban areas do not seem like mech friendly environments.  They are crowded and highly populated and the seats of planetary governments.  This however makes them prime targets for planetary assault and domination.  In the mech focused future that is BT how would they design or modify cities to incorporate mechs as an integral part of capital city defense?  There would have to be large raised areas where mechs could get unobstructed views of the sky to attack aero straffing runs and drop ships and several large scale traffic arteries developed via mandated imminent domain to support the movement of assault sized mechs.  Mostly though, urban environments would be the domain of light chassis, armor, and vtols with assault mechs posted outside the city limits in a classic siege style assault controlling the major exits and entrances to the city as well as defending the drop ship landing sites.

There would also be lots and lots of turrets. 

So that's my vote.  Any urban map that wanted to be true to the mixed-forces mantra of MWLL would have to include some sort of divide where half the map is city and the other half is open terrain and as you get further and further into the heart of a city, the city itself acts as a barrier to larger assets with choke points aplenty.  Ware to any assault mech pilot with the notion of waltzing into a city haphazardly.  The very heart of a city might be the exclusive domain of BAs.  This might help mitigate FPS as well.

Urban environments lend themselves so well to attack/defend gameplay types.
« Last Edit: February 21, 2010, 05:16:49 PM by Blhurr »
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Offline UN1T

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Re: SA_Urban_Jungle
« Reply #26 on: February 22, 2010, 01:21:43 AM »
My vote is for Skyrails and raised interstate freeways.  Shooting over and under these would be cool.  My guess is that future freeways will be stacked 2,3 even 4 times to increase potential traffic volume in densely packed cities. 
There are very few  "mega citys" left in the BT universe and they are only found on Prime Home Worlds of the IS houses.
As well as the Clans tore through the outher coloneys , so these citys were low to mid density.


I'd like to theorize on something as well.  Urban areas do not seem like mech friendly environments.  They are crowded and highly populated and the seats of planetary governments.  This however makes them prime targets for planetary assault and domination.  In the mech focused future that is BT how would they design or modify cities to incorporate mechs as an integral part of capital city defense?  There would have to be large raised areas where mechs could get unobstructed views of the sky to attack aero straffing runs and drop ships and several large scale traffic arteries developed via mandated imminent domain to support the movement of assault sized mechs.  Mostly though, urban environments would be the domain of light chassis, armor, and vtols with assault mechs posted outside the city limits in a classic siege style assault controlling the major exits and entrances to the city as well as defending the drop ship landing sites.
Most citys had dual carrige ways for roads ...one lane for vechiles and another lane for mechs as it was reinforced  for mechs to travlel along due to their massive tonnage being spread over two legs is alot of stress on roads and underground services.
Many a story has mechs falling through un-reinforced roads after being coaxed off mech roads to engage targets.


There would also be lots and lots of turrets. 
Not in citys , due to  city defenders wanting to encourage fighting away from the population centers ,and the clans also try to fight around the edges to capturee the citys in working order and maintain civil function.
so turrets are only city edges or suburia edges.

Urban environments lend themselves so well to attack/defend gameplay types.
very true.
and a few of us are lending a hand in getting that process up and running.
more comments and suggections are always welcomed.
« Last Edit: February 22, 2010, 01:56:23 AM by UN1T »
2 IS Commanders having a chat.

IS Commander 1 : What Clan Mech weigh's 200 ton , with the top speed of a snail and has 70 tons of weapons & armor ...?
IS Commander 2 : No idea .....but i propose we nuke the SOB from space & move on to the next planet.

Offline Omega59er

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Re: SA_Urban_Jungle
« Reply #27 on: February 26, 2010, 06:51:07 PM »
We need some new stuff for a City map,
(1) We need Pulse Laser Turrets. (If you remember MW4, Pulse laser turrets were a real bugger)
(2) We need mic. communications (in-game team comms.) so we can effectively attack/defend objectives.
(3) We need more BA oriented weapons, different armors, and Anti-Mech explosives. (an anti-mech mine would be awesome. A mine that you can toss down and it will do alot of damage to the mechs legs)

These things will not be easy to make. But would pay off because, we would have a realisticly good City Map.  :D
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Offline HH_Burner

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Re: SA_Urban_Jungle
« Reply #28 on: February 26, 2010, 09:30:28 PM »

(2) We need mic. communications (in-game team comms.) so we can effectively attack/defend objectives.


Not to an already bogged out server load.  Most, if not all, of us use Ventrilo or Teamspeak.  MWLL has a dedicated voice server for Teamspeak.  Jump on and use it.
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Offline Omega59er

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Re: SA_Urban_Jungle
« Reply #29 on: February 27, 2010, 01:19:55 AM »
oh cool I didn't know about that. is there a team talk only thing though?
Alignment: Inner Sphere
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