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Posted: Sun Aug 10, 2003 11:09 pm
by Jack Ruby
Bjarne, your the LOD master, what do you do about clipping the terrain, the collison detection is very bad, grenades fly straight through, should I just build brushes underneath or do you know a better way ?
Posted: Mon Aug 11, 2003 12:09 am
by Bjarne BZR
Its a problem I have as well, clipping may work... but it kind of removes the one great thing about LOD... easy to manipulate. Consider also that LOD changes according to the terrain detail values set in the game....
Posted: Mon Aug 11, 2003 7:42 am
by Sonsai
IRT The Map... you're not supposed to be that good!

Looks great, I like Winter better

i wub lod terrain too, but i have to hand it over to the master
Posted: Mon Aug 11, 2003 12:41 pm
by Slyk
Guess I'm a bit late with my opinion Jack! I'd have done the summer theme, being a historical pain in the *** guy. I'd also suggest a few big gun emplacements along the line. They were sort of dome shaped things with big arty barrels jutting out of them. I'm sure a quick trip to the local library or some internet digging would get you some photo images you could copy from. If you're going TOW mode, I might suggest that the bunkers be the #2 or #4 switch in the line where IF the Axis took the bunkers, the Allies would spawn a bit back in the forest and have to retake the bunker system....hence a final #1/5 switch would be in the forest to disable the Allies spawning. That way you could maximize your inter-bunker fighting time instead of keeping a bunch of it out in the 'open'.
Posted: Mon Aug 11, 2003 1:21 pm
by Jack Ruby
I am still really early in the planning stage so I can pretty do anything right now, I keep reworking the spawn, thats as far as I have got.
The spawns will be in the open, pretty similar to what I have in the screenies, objectives 2 and 4 will be in the underground complex, objective 3 I want to be in the middle open section of the map.
In this middle section I want to construct the big gun turrets and bunkers, I have hunted for pics, I know what they look like, would be cool if I could get the turrets to raise up out of the bunker, like a moving platform, some of the Maginot guns could do this, I will also have a trench system up there, not soo historically accuarate but I love running around in trenches.
The underground complex I think is going to be pretty big, not so big that you get lost but enough room to have say 3 routes through and lots of places for tight action, I like the idea of the above ground sections so snipers and rifle guys wont feel at a disadvantage.
With both enviroments the map should amuse the most possible people.
Lets hope I can pull it off

Posted: Tue Aug 12, 2003 1:10 am
by Jack Ruby
Well its going really well, I am still unsure wether to go with winter or summer, now really is the crunch time while I only have relatively few things to texture.
All the pics I have found are in summer, but they are recent pics, I have noticed my bunker roof's are not thick enough, 3.5 mtrs thick was standard for the main line bunkers.
I am going to make a summer version of what I made so far, I am really getting into this idea, suprising how much faster things come together after a year of Radiant stress, I still get the stress but not nearly so often, I owe quite a few of you a great debt at easing my pain
This is going to be very nice, will I get any sleep ?
Here's some pics of what I am attempting, the elevating and rotating machine gun turrets I am really going to need help on, NUGGETS where are you ?

Posted: Tue Aug 12, 2003 3:51 pm
by TheShiznaeSpe
for realistic snow drifts on top of the bunkers:
use a patch mesh rather than just texturing the top white
Just a quick tip
Map looks good tho
Posted: Tue Aug 12, 2003 4:42 pm
by Sonsai
Loooking good! Don't you love that feeling where you just are very determined and then you get a lot done... then the next day you open Radiant and stare at what you did last night and don't know what to do...
Posted: Tue Aug 12, 2003 6:20 pm
by Jack Ruby
I didnt put meshes on the roofs yet because I was still making the trenches and wasnt sure about summer or winter, I still dont know which way to go.
The winter looks cool but the snow slows down the running speed which is a bit of a pain, so I was messing around with summer settings, I grabbed the worldspawn settings from Malta, looks pretty nice, not sure about the concrete texture on the bunkers now though, will try another to see if I can make it nicer, heres a couple screenies of the summer version of that axis spawn, excatly the same as the winter except for textures and worldspawn settings...

Posted: Wed Aug 13, 2003 4:30 am
by Sonsai
Looks soo great! This'll be one of my favorite maps!

Posted: Wed Aug 13, 2003 5:11 am
by Balr14
Looks like it could be good but the terrain needs work. Too much moving single vertices up and down. Learn to lock all vertices and unlock and move groups. You get much more gradual roll to the terrain. Much more realistic. Lots less strange culling effects, too.
Posted: Wed Aug 13, 2003 8:05 am
by Jack Ruby
The only vertices I have moved were about 4-5 of them, just on the edges of the trench type things, the edge of the lod was slightly higher than the top of the wall in a few places so I moved them down a tiny amount, the terrain was created using load from image, I guess I could have smoothed it a little more but I wanted some gullies leading to a high point, what are these culling effects you mention Bal4r and how would I get rid of them ?
Posted: Wed Aug 13, 2003 12:52 pm
by Serph
looks nice, although I think the winter would be more appealing, but if u do summer maybe make it kinda foggy, as well for tow im in favor what the one person commented on the bunker just being one part and then allies spawn in forest or something, because there would obviously be the front line the the reserve line and so on...
Posted: Wed Aug 13, 2003 1:59 pm
by mohaa_rox
nice bunkers.
Posted: Tue Aug 19, 2003 12:46 am
by Jack Ruby
I still have not got past the Axis spawn, just been messing with it, trying to make it nice.
Heres what I got so far, posted below is a .bsp called maginot_axis_spawn.bsp, surely you mappers can find where to put it.
Also I will post the .map, just incase anyone is interested in seeing how it works.
http:/www.westmount.co.uk/maginot/maginot_axis_spawn.zip
http:/www.westmount.co.uk/maginot/maginot_axis_spawn_map.zip
ps. you need paste it into your browser.