[map]C&C_MoonLight [message #266838] |
Sun, 17 June 2007 09:09 |
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jnz
Messages: 3396 Registered: July 2006 Location: 30th century
Karma: 0
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General (3 Stars) |
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Uses:
PaperTexture.tga and Asphalt_03_013.tga - Blaza
water_reflect.tga, water_texture.tga and bump_water - http://renhelp.net/index.php?mod=Tutorials&action=view&id=30
Buildings for RenX with Proxies - renhelp.net
Constructive critisism please Some of the textures, EG tiberium. I couldn't make them look right :/ I like the overall look of the map, though.
http://www.dansprojects.com/Maps/C&C_MoonLight.mix
EDIT: Thanks to mero for teaching me a few things.
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[Updated on: Sun, 18 January 2009 08:53] by Moderator Report message to a moderator
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Re: C&C_MoonLight [message #266854 is a reply to message #266838] |
Sun, 17 June 2007 10:41 |
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jnz
Messages: 3396 Registered: July 2006 Location: 30th century
Karma: 0
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General (3 Stars) |
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Thanks for the comments
I'm going to recreate the whole map and add some assets. Make it more bumpy etc.. and add any changes EG: make it less square this time.
I have a few questions, though.
1) For the tiberium, i detached a few polygons and textured it with tiberium. Then i used alpha blend with the snow. Should i do this the other way round? detach, texture with snow. alpha blend tiberium into it?
2) The bit that divides the base floor texture (asphalt) and snow texture, you can see a clear line. Is it possible to make it look seamless?
3) Can i use a custom scripts.dll with the map (.mix) or does it have to to use whatever the client/server has?
4) Is there anywhere or has anyone made and terrain models i can use? EG rocks, small bunkers. renhelp is limited.
5) Is there any extra buildings? EG repair pad, heli pad?
[Updated on: Sun, 17 June 2007 10:42] Report message to a moderator
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Re: C&C_MoonLight [message #266930 is a reply to message #266838] |
Sun, 17 June 2007 21:27 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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how do you have the way-paths set up?
Can we see a picture of the way-paths, and the way-path settings?
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Re: C&C_MoonLight [message #267017 is a reply to message #266838] |
Mon, 18 June 2007 10:17 |
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crazfulla
Messages: 667 Registered: September 2006 Location: Aotearoa
Karma: 0
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Colonel |
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Compute Vertex Solve?
"GEoDLeto wrote:" | so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released
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"halo2pac wrote:" | Unless they are girls, I am not going to bone them.
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Re: C&C_MoonLight [message #267059 is a reply to message #266838] |
Mon, 18 June 2007 13:56 |
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Xpert
Messages: 1588 Registered: December 2005 Location: New York City
Karma: 0
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General (1 Star) |
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Not bad, also maybe you can arrange the buildings differently? Being spawned in the back of the base most of the time would be annoying.
Creator of NetGuard, an IRC network regulator.
Developer of the CloudyServ 0.982-X project.
Developer of the CloudyServ Ren-X bot.
Part time streamer - https://twitch.tv/gg_wonder
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