Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » C&C Tiberium Garden
Re: C&C Tiberium Garden [message #458448 is a reply to message #458034] Tue, 25 October 2011 06:10 Go to previous messageGo to next message
grant89uk is currently offline  grant89uk
Messages: 229
Registered: August 2006
Location: Glasgow, Scotland
Karma: 0
Recruit

liquidv2 wrote on Tue, 18 October 2011 04:50

does the fence block vehicles?


I would like to know this too. One major problem with renegade is the way in which everything is so static and unchangable. I know the engine is old and might not be the greatest but some level of destructiveness in the environment would be great. Because lets face it, tanks should be able to run over wooden fences lol..
Re: C&C Tiberium Garden [message #458449 is a reply to message #457940] Tue, 25 October 2011 06:12 Go to previous messageGo to next message
iRANian is currently offline  iRANian
Messages: 4308
Registered: April 2011
Karma: 0
General (4 Stars)
Those props look fantastic, I do get a Half-Life 2-like feeling like Mr. Zimmer said.

Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
Re: C&C Tiberium Garden [message #458457 is a reply to message #458442] Tue, 25 October 2011 10:54 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
danpaul88 wrote on Tue, 25 October 2011 06:11

If you want to optimize performance merge all those power lines (and other identical or very similar objects) into a single mesh prior to exporting to w3d. Based on what saberhawk told me once that will reduce the number of gpu calls required to render a frame and thus improve performance.

However, that only works if they have all the same texture. In addition I'm pretty sure what saberhawk told us was pretty dumbed down, because a graphics card draws from furthest view distance to closest, so it's still going to have to switch between draw calls, especially on big objects like long power lines, as it gets closer to you across the scene.


Re: C&C Tiberium Garden [message #458462 is a reply to message #458442] Tue, 25 October 2011 13:45 Go to previous messageGo to next message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
danpaul88 wrote on Tue, 25 October 2011 08:11

If you want to optimize performance merge all those power lines (and other identical or very similar objects) into a single mesh prior to exporting to w3d. Based on what saberhawk told me once that will reduce the number of gpu calls required to render a frame and thus improve performance.


The five utility poles and all the wiring are currently accomplished with a single draw call. We'll definitely be combining meshes where ever possible, within reason (w3d appears to not support meshes above a certain number of triangles, so combining every single last tree, for example, probably won't be possible)

grant89uk wrote on Tue, 25 October 2011 09:10

liquidv2 wrote on Tue, 18 October 2011 04:50

does the fence block vehicles?


I would like to know this too. One major problem with renegade is the way in which everything is so static and unchangable. I know the engine is old and might not be the greatest but some level of destructiveness in the environment would be great. Because lets face it, tanks should be able to run over wooden fences lol..


These aren't currently placed in a map and there aren't any collision settings in place. Things that like the fence that look like they shouldn't block vehicles could be placed in areas that vehicles can't access in the first place to avoid the issue altogether.

[Updated on: Tue, 25 October 2011 13:48]

Report message to a moderator

Re: C&C Tiberium Garden [message #458561 is a reply to message #457940] Thu, 27 October 2011 08:19 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
Messages: 2605
Registered: March 2006
Karma: 0
General (2 Stars)
So after thinking on the idea of changing infantry up, here's some ideas I have (obviously up for discussion, but I figured I'd present something to contribute).

warning: contains TL;DR and spergin'

Toggle Spoiler

Obviously, given all that, Nod would end up with two more infantry than GDI, but Nod already has more vehicles, so I don't think that's a huge issue. Besides, GDI gets the grenadier, who should be pretty badass.

I'm sure there's plenty of problems that would arise if all that were to be put in verbatim, but I don't expect that. However, one major thing I'd love to see emphasized is that every unit has its purpose- even the cheap or free ones- during pretty much every point of the game.

I'd also like to see infantry combat expanded a little beyond just "C&C95 in first/third person". This somewhat works with vehicles (although Humvees/Buggies are shitty), but infantry combat is changed pretty radically just by the shift from RTS to action/strategy. So I'd like the approach to be less "hey let's just have only the units C&C95 had", and more "hey let's base things off C&C95, then expand things a little to make sure they're useful and fun to play in first/third person".


Toggle Spoiler

[Updated on: Thu, 27 October 2011 08:25]

Report message to a moderator

Re: C&C Tiberium Garden [message #459017 is a reply to message #457940] Sun, 06 November 2011 11:46 Go to previous messageGo to next message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
Added some simple sandbags. Progress has been slow on my end because--I'll be honest--I've been playing a lot of BF3.
http://i40.tinypic.com/i4n1mw.jpg
Re: C&C Tiberium Garden [message #459060 is a reply to message #457940] Mon, 07 November 2011 04:34 Go to previous messageGo to next message
Taz is currently offline  Taz
Messages: 110
Registered: September 2005
Karma: 0
Recruit
Not bad, but i think the rocks could use some more detail.
Perhaps add some small rocks surrouding the bigger one.
Re: C&C Tiberium Garden [message #459429 is a reply to message #457940] Mon, 14 November 2011 01:20 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
http://www.3dholmes.com/images/project/Harvester16.jpg

The Harvester is coming along, but I need to put some more effort into it. It's about 65% finished at this point. We're making progress. Just hired someone new to help with the project as well. Will announce them later.
Re: C&C Tiberium Garden [message #459718 is a reply to message #457940] Sat, 19 November 2011 23:27 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
Latest work done to it. Hoping to be finished by the end of this week.

http://www.3dholmes.com/images/project/Harvester17.jpg
Re: C&C Tiberium Garden [message #459726 is a reply to message #457940] Sun, 20 November 2011 02:45 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
Messages: 2605
Registered: March 2006
Karma: 0
General (2 Stars)
The metal looks like concrete... maybe change/darken the texture a bit?

Toggle Spoiler
Re: C&C Tiberium Garden [message #459888 is a reply to message #457940] Thu, 24 November 2011 18:42 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
Messages: 522
Registered: October 2010
Karma: 0
Colonel
Perhaps add an enviroment shader to the metal so that it is a little shiny.
Re: C&C Tiberium Garden [message #459890 is a reply to message #457940] Thu, 24 November 2011 19:00 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
I haven't put in the pseudo-lighting that needs to be hand-detailed yet. http://hfboards.com/images/smilies/rolleyes1.gif

Give me some time, I barely have enough to work on this as-is.
Re: C&C Tiberium Garden [message #459981 is a reply to message #457940] Sat, 26 November 2011 21:26 Go to previous message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
http://i43.tinypic.com/5w02e9.jpg

I would upload it to my personal website but it's on the fritz right now. I got the wheels mostly finished. They need some touching up on the back side, and perhaps a bit more wear and some dirt build-up on them. I'm almost done with this vehicle, will be starting the preliminary terrain development soon. Here's the direct link to the file, because of forum resizing and all that: http://i43.tinypic.com/5w02e9.jpg

Ignore the front left wheel, it's only bright because I selected the faces. I normally hide that wheel when I'm working.
Previous Topic: Asteroids
Next Topic: Mech scripts
Goto Forum:
  


Current Time: Sun Nov 24 13:37:46 MST 2024

Total time taken to generate the page: 0.00886 seconds