MechWarrior: Living Legends

Community Activities => Community created content => Topic started by: cest73 on January 22, 2015, 09:09:33 PM

Title: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 on January 22, 2015, 09:09:33 PM
hi,
i had this idea:
put mechs in deep space for simultaneous combat and survival:

once deployed even the most seasoned pilot should be immersed in shock and awe of the surrounding alone:

- dark sky full of stars (vacuum in deep space)
- nearby sun (standard canon jumpoints) ravaging the mechs skin in sparks and radiation (upon light)
- scarce gravity force allowing tremendous jumps with dangerous downfall impacts in pure vacuum (leave some juice for before impact)
- the map scatered over two dropships (one Aegis class and one Invader class) missjumped close to each other (27km radius breached) and debris (battle islands) in between hanging mids vacuum and above the terryfying abyss  :o ??? :-\ :o

mission:
Primary objective:       get to the other ships jump's drive and fuse it for self destruction (in order to be able to jump away)
Secondary objective:  protect your own jump drive to be able to flee once the other drive is out of way
Bonus:                        maintain in between bases for mid-route re-spawn and deployment

Debry: jumpable islands of dereclict dropships and sections of them (there come ideas)

Surround: zero gravity, weak "magnetic" pull towards the star "below", force near 10% (or less) of 1G (Terra=100%)

-arming the jump drive should be possible only as BA (5 seconds of holding interact key), unaming also - fuse is 45 sec (about 150% (?) of single respawn time),
-or just flood it with C8 and follow damage?
-Or just capture main base?

to reach the furthest jump gap (on this map) one should jump in an iJJ mech, power it down "mid-air", leave it (undeploy it self) and then, just before it descents too low jump off it as BA  :o...

This should be an alternate path to the other "normally" jumpable path (no easy day this one).

the map should be tactically balanced for optimal gameplay
Code: [Select]
"sloped low hills" (structures),
"sloped trenches" (structures),
dangerous obstacles,
usable debry,
destroyable debry,
explosions (sudden venting of installations),
moving debry (radar antennae, things, turrets),
moving terrain (hatches, collars, sections, islands)

by making it symetrical in a not plainly obviuos way.

1. No mech allowed inside jump drive area
2. tracks usefull as last line only (obviously)
3. no mech spawn-points besides main bases (or?)
4. capturable main bases ( 8) ) (or not?)
5. middle map jumpship (2x in TC) base able to spawn (or not) and what ??? ...

I'm open to sugestions...

Would this be fun?
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 on January 22, 2015, 09:13:20 PM
Invader:
(http://www.sarna.net/wiki/images/7/77/Invader.png)
Aegis:
(http://www.sarna.net/wiki/images/8/83/Navalcamocsa.png)
from www.sarna.net
each about half a km long  :P
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: Knightcrawler on February 18, 2015, 03:30:29 AM
I'll just comment that the ability to jump high in low gravity doesn't mean you hit the ground faster. You hit the ground the same no matter what, so long as you apply the same force in your jump. Also MWLL doesn't have fall damage.

It's a cool idea, though. It's in deep space? What's providing the gravity?
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: Bill on February 20, 2015, 12:33:28 PM
We (CJW) had this idea a bloody age back, so long ago that Deathbane was still doing maps for the team, so pre Leer going all guilty until proven innocent over No Funbocks.

Essentially it's a nice idea, but bloody hard work to pull off. Most noticeably due to the horizontal plane not liking things going underneath it.

However mate if you feel like giving it a crack in the ol' Cryengine 2 smeditor then go right ahead! It'd be nice for me to find a reason to play MWLL again, well asides for I just fancy it.
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 on February 24, 2015, 12:58:04 AM
1. well i actually got inspired by the doom of falling trough the horizontal plane in the first place  :o (0 move in rep-bay)
2. Then lately  i played the underground factory (what a map!  :o) and thought so it can be done (more levels of ground)
3. the multistage jump will probably to be done with two players (i still have to try to jump off an shut-down-midst-air mech)  ???
4. full ASF + MECH + vehicles but limited use on the map
5. on l0wer gravity mech do jump further and hang in air longer - BAs do (and drift upside down terribly)

i have to draw up concept

A. so it would be fun. ;D
B. suggestions for terrain?  ???
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 on February 26, 2015, 11:40:14 PM
this is not just a bump:
i decided the map would be called The_Fourth_Lagrange and it will be a Pirate-point of an planet and a star - the preceding one (there are five Lagrange points per pair and two are ~60 degree preceding/following the planets orbit)

this is the bare naked concept map

just to make it from scratch - feel free to tear apart  ::)

i figured each side a starting base - off an jump-ship -> docked drop-ship (Hogarth(?) or like)
there from the warriors have to jump-jet to the nearby afloat Intruder class drop-ship and to capture it. from the surface of the hull they can maneuver to jump to the nearby Overlord class drop-ship that is derelict and afloat too.

The jumps are far but gravity is nearly zero (2%...4%) so far-jumps should work reasonably ::) well.

Therefrom one could engage the derelict yard-ship or try jump over to it

All around from the Overlord on there is floating debris of mech, -parts and dead BA mostly Ravens and other Lyran models and many BA-s (all time few in sight). The debris is obviously coming from a cracked-open bay-hatch of the yard ship.

Inside resides and useable Vengeance drop-ship that is another base - an ASF base.

The ranges are to be determined but i figure LRM and Long Ranged weapons outside and brawler style inside.

The goal is to ride the opposing team base (capture) to have the KF drive dismounted (27km clearance) for the own unit to be able to flee Lagrange.
The base is capped by entering the HQ - spawn room and occupy it for a while

The derelict Yard-ship has no operational KFD so no need to worry about.

Many mechs for debry is needed, spooky BA and parts (of ships, mechs etc)

need suggestions for  best map details for long range (as kagoshima/dustbowl/thunder-rift) and brawling.

The ambient is secondary soft light off the nearby world and sharp gradient from the star in opposition
The Yard-ship is in decay and with obvious battle scars that led to it's grave state.

Suggestions are welcome, intolerance however won't be tolerated  ;)
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 on February 26, 2015, 11:47:29 PM
Did I say (wrote  ::) ) each click (map quad) is 500x500 meter?
 :D
This makes the map 4x4 km for now and this is Terrain_Control wersion (TC_lagrange_IV)
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: ELH_Sudibor on February 27, 2015, 07:55:02 AM
It'S Great!!!  ::)
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 on February 27, 2015, 06:09:28 PM
Could we get Ivaan here to ask for help?

AFAIK he did make maps, right?

Would he be interested in getting this map to existence?

The background could be similar to Extremity but i would prefer a Jupiter ::) like planet and a distant star (a dual star system :o :o would be cool)

Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 on February 27, 2015, 06:23:48 PM
RE: lagrange
http://en.wikipedia.org/wiki/Lagrangian_point (http://en.wikipedia.org/wiki/Lagrangian_point)
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 on February 27, 2015, 06:30:05 PM
http://en.wikipedia.org/wiki/L5_Society (http://en.wikipedia.org/wiki/L5_Society)
The L4 is stable w/o fuel so ideal pirate point for motion less jump-ships  8)
Map name stays Lagrange_IV (l4)
now we need  :o awesome :o backdrop shots...
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 on February 28, 2015, 08:59:06 AM
The map sketch update (tiny)
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 on February 28, 2015, 10:05:18 AM
the rough plot:
Quote
inspired from sarna.net data:

In order to safely jump, a Jump-ship must operate within a safe zone of 27km for the hyperspace field of the K-F drive to form properly.
The presence of another K-F drive coil, even a damaged one inhibits the correct formation of a K-F field.
It is therefore impossible to move (jump) a fully assembled K-F drive as cargo or to recover a stranded Jump-ship; unless they elect to scrap their drive coil, they must jump under their own power.
To recover an stranded ship one has to get parts of the K-F drive and assemble them when the carrying vessel is gone, or they have to jump away in sync.
Accordingly, to be able to jump away from an opposing Jump-ship one has to scrap opponent's K-F coil before being able to flee.
Otherwise, they could jump, but only in sync: which renders the evasion jump pointless.
Therefore, two enemy Jump-ships are motivated to render each others K-F drive coil into scrap and flee each other as soon as practical.

For this to be done each side is motivated to field units able to penetrate the hull and to deploy C8 chargers that will render the coil inoperable.
While doing so each side has to protect it's own K-F coil from the exact same fate by all means possible.

ASF while maneuverable are of little use against a Jump-ship and it's K-F coil deep behind his thick armor.

An squadron of Elemental Warriors (BAs) would prove the right choice if followed by adequate support units...
??? sounds good?
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 on March 01, 2015, 09:20:35 PM
I'll just comment that the ability to jump high in low gravity doesn't mean you hit the ground faster. You hit the ground the same no matter what, so long as you apply the same force in your jump. Also MWLL doesn't have fall damage.

It's a cool idea, though. It's in deep space? What's providing the gravity?
MWLL has fall damage :) I polite ask You drop a APC or like over a cliff and watch? I did - and got damage (on Thunderrift etc...)
But mechs have counter measures apparently - that's why they stall upon ground contact and continue walking from zero speed?

Any how we must kind of make this map and check  ::) okay?  ;)
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: Starch1ld on March 02, 2015, 01:03:57 AM
MWLL has fall damage :)
Only for tracked vehicles, VTOLs and ASFs.
Hovercrafts, mechs and BAs don't get fall damage.
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 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?
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 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
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 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  :)
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 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
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: Bird_Thing 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...
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 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?
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: Starch1ld 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.
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: Bird_Thing 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.
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: Starch1ld 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 :)
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 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?
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: Bill 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.
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 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
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 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 ::) )
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: ELH_Vivicector 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.
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: EmyLightsaber on April 02, 2015, 03:21:22 PM
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
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 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 ;) (http://www.skywarn.at/forum/images/smilies/anbet.gif) (http://forum.mechlivinglegends.net/index.php?action=dlattach;topic=20507.0;attach=21015;image)
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: Ivaan 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.

Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 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.
(http://forum.mechlivinglegends.net/index.php?action=dlattach;topic=20507.0;attach=21014;image)
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 (http://forum.mechlivinglegends.net/index.php?action=dlattach;topic=20507.0;attach=21014;image)
 ;)
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  ::) )
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 on February 04, 2017, 10:09:04 PM
Update:
I began crafting the Aegis in Blender 3D.
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: cest73 on February 07, 2017, 12:48:37 AM
WIP:
(sneaky peak)
https://www.youtube.com/watch?v=7dfGN2a7bYc (https://www.youtube.com/watch?v=7dfGN2a7bYc)
feedback?
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: ELH_Sudibor on February 07, 2017, 09:05:53 PM
Good!
Title: Re: Map suggestion: yet another jump wreck space comat revisited
Post by: ELH_Goat on February 11, 2017, 11:53:36 AM
WIP:
(sneaky peak)
https://www.youtube.com/watch?v=7dfGN2a7bYc (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

(http://www.sarna.net/wiki/images/8/83/Navalcamocsa.png)
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 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 (http://www.4shared.com/file/Mjq9Od-8ba/aegis2017.html)
And updated one (http://www.4shared.com/file/1CbxvoeOba/aegis2017-v02.html)
I'm open for suggestions.

Version used:  Blender 2.78
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: Bill 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.

Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 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
?
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: RDL_Vitos 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
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 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)
(http://cfw.sarna.net/wiki/images/2/2b/Color-jumpship2.png?timestamp=20110206101422)
3. Intruder (heavier armed and armored than Union class already present)
(http://cfw.sarna.net/wiki/images/9/92/Intruder.png?timestamp=20100529220825)
4. Vengeance (ASF only dropship and a pocket warship - for future cosmic maps)
(http://cfw.sarna.net/wiki/images/c/c6/Vengeance-pws.png?timestamp=20111018163833)
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  ???
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: Bill 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.
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 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?
:)
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: Bill 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.
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 on February 15, 2017, 03:56:40 PM
So the final step of export to Sandbox is hitting the right place:
%gameroot%\Game\Objects\<Objectname>\
where for our case:
%gameroot%=*\Mods\MWLL\ (a really non-existing variable - don't bother)

and for our object it wouldbe in line with ALL_Aegis_Warship?

For starters?

Further, the Sandbox doesn't apparently check for %gameroot% but actually moves relatively  from the opened map ..(TC_*)\..(Levels)\Game|Objects\*

-So one could arrange working in a directory outside the game?

1. Mimic the folders structure of the actual game mod:
 -My Maps\Levels\TC_Mothball\    <---The Aegis as an map for instance
 -My Maps\Game\Objects\...\ALL_Aegis_Warship  <--- The Aegis as the in game prop
2. Therefrom work on the details of import...
3. Once all trouble-free, publish the prop for inclusion in a future release...

note:
For an map to work properly, it seems, it needs be created in the actual game directory, and saved once. After that it can be copied to where ever and worked on?



Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 on February 15, 2017, 04:03:18 PM
Peaky peeks (https://youtu.be/2bjW_OpHkHI)
Whole playlist (https://www.youtube.com/playlist?list=PLA2CbY2atZRgLLDPF8q6OovePkmyi1c74)
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 on February 18, 2017, 04:09:48 PM
Dropbox link:
Aegis blender file link (https://www.dropbox.com/s/iyy1vqo1qk7pflw/aegis2017-v0.2.blend?dl=0)
and
3ds Max port of Aegis file link (https://www.dropbox.com/s/s6k897j75drqotx/Aegis2017-v0.2-ported.max?dl=0)
and all in parts and importable to 3dsMax:
partial files of Aegis for import (wrl) archive link (https://www.dropbox.com/s/5jvmhbpydunfpyh/partial-3dsMax.zip?dl=0)

some of the details where to be triangulated for proper shape conversion...

Hope now someone actually downloads it?
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 on March 09, 2017, 08:55:11 PM
Aegis for the Sandbox2 editor (https://www.dropbox.com/s/fconqdl7e0e0gev/Aegis.zip?dl=0)
this is an early teaser (pre ALPHA).

few screenshots:
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 on March 11, 2017, 07:39:26 PM
Materials about done, model about done, images to review...
Download zip for Sandbox2 (https://www.dropbox.com/s/fconqdl7e0e0gev/Aegis.zip?dl=0)

TODO:
HPG array
elevators
sounds

alpha stage - test ready

pictures:
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 on March 15, 2017, 12:43:15 PM
I think I'm done with the 3d modeling of the Aegis:
Aegis.zip (https://www.dropbox.com/s/fconqdl7e0e0gev/Aegis.zip?dl=0)
The archive contains:
The 3 models:
- Aegis - a fully featured Warship with a compact K-F core and a maze of levels and platforms to wade through, with two 90m hydroponic grav decks and a landing strip of 400+meter.
- Mothball - same as above but without the Jump sail extended - as if the ship is mothballed for conservation - ready to be included on the Deep-space map :)
- Bloodlust - a fleshed out version of Aegis without internals and double faced walls - ready to be placed in the skies of a map to shed shivers down the spines or HPG messages across 50 light years away.

accompanied by the material files (to be worked on)

And source files of the art in 2.49b blnder format (*.blend) and 2k13 3dsMax format (*.max) used for the initial material edit.

I consider them public domain now on.
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: Bill on March 16, 2017, 12:38:58 AM
Blimey sunshine, that's rather impressive eh.
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 on March 17, 2017, 09:20:34 PM
Blimey sunshine, that's rather impressive eh.
Kindest thanks, Bill, the more I treasure it because it comes from You :D
Next thing I need make some elevators for it, then I can go to the destructible light-posts.
 8)
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: [IPA] Avatar on March 18, 2017, 10:15:48 AM
As I mentioned ingame, I think this could be made into a great low(/zero)-gravity BA map. You'd stick to the ship's surface like you had magnetic boots and could jump large distances. Zero gravity would be quite problematic I imagine, and I also have no idea how the engine can handle "wall-crawling", but an experienced mapmaker could make this a fun and challenging map.
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: Bill on March 18, 2017, 12:03:54 PM
As I mentioned ingame, I think this could be made into a great low(/zero)-gravity BA map. You'd stick to the ship's surface like you had magnetic boots and could jump large distances. Zero gravity would be quite problematic I imagine, and I also have no idea how the engine can handle "wall-crawling", but an experienced mapmaker could make this a fun and challenging map.

It's not really possible as things stand from what I know. SA_HelsGatey was going to be a zero g map from what I remember (it's was also at one point CJW's training map, but then Deathbane handed it over to the devs. Though if you've ever wondered about the description when loading, we're who it was talking about  :P)

It could well be done for an ASF exclusive map that has a Z that extends up and down. That'd be an interesting take on things.
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 on March 18, 2017, 05:38:21 PM
That's already two ideas/aspects for the art  :)
Both seem to be likeable?

I'm still brewing the thing in my mind...
 ::)
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 on March 20, 2017, 10:46:10 PM
Gentleman, be it known to whom it might concern:

The Aegis project has passed yet another milestone.

Hereby I announce that some (most) elevator animations are concluded, exported and tested in the Sandbox2 editor:

Elevators.cga
Elevators.anm

They move in the character editor, but not in game (yet!).

Stay tuned and have a nice day.
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: Bill on March 21, 2017, 09:12:31 AM
Nice one dude, I remember that there was a map that featured working elevators at one point. It may have been tc_underground, though I'm not certain. That maybe able to help you get them working in game.
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: Fury9er on March 21, 2017, 10:11:58 AM
That is really good stuff Cest, it looks great with the sail extended too :D

What model formats can be used in Sandbox? I do a little CAD work in emachineshop and Fusion360 but I get there are differences between CAD for games and CGI and CAD for manufacturing.
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: [IPA] Avatar on March 21, 2017, 10:40:51 AM
Nice one dude, I remember that there was a map that featured working elevators at one point. It may have been tc_underground, though I'm not certain. That maybe able to help you get them working in game.
Bill is right again. They are situated in the smallish buildings in front of the large doors that lead to the bases.
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 on March 21, 2017, 03:09:48 PM
Kind thanks lads, you are as luke-warm water is any sore feet  8)

Yes, TC_Underground has a great hall and smallish buildings with (once upon a time) working elevators.

This map, and TSA_Extremity where my initial inspirations.

Today I played with sandbox some more and got the elevators working in game too (!)

However, they seem to be bugged: the slanted ones, when start moving just loose "physics" and the BA falls behind or gets "ghosted over"?

I'm at a total loss here, probably they need be encapsulated so the engine "sees" them as moving bodies?

All in all, I consider my work on Aegis done here, as all that matters is present (asset wise)

I think I will delve into rigging the Invader slowly, and may seek someone actually knowledgeable of the process of making a map from the scratch?

Tools used:
Blender 2.78b (initial art) with CryBlend (or BCry tool) for mesh optimizations
Blender 2.49b (cgf export works via PyFFI via ColladaCGI (Python 2.6.6) to CryEngine 2)
3dsMax2009 (v11) works 32 out of the box, 64 after minor tweaks (cga export, anm export to CryEngine2)
Win7_x64_SP1 for testing and Sandbox2 editor.
CryMOD_tools1.1 (with v11 support for 3dsMax)

Any other tools might work for art, but most probably will fail to export the needed files for CryEngine2, YMMV.

attached:Aegis's 400m landing strip (BA standing on the outer gate's edge)
Title: Re: Map suggestion: yet another jump wreck space combat revisited
Post by: cest73 on March 21, 2017, 03:39:58 PM
latest files of Aegis (https://www.dropbox.com/s/kjisb98rmn21yg5/Aegis-final.zip?dl=0)