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A decent little map i made
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eagleheart666
Medic


Joined: 29 Jun 2013
Location: Canada

PostPosted: Sat Aug 15, 2015 6:10 am    Post subject:  A decent little map i made
Subject description: now with semi-irradiated ion storms
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hello all, so i'm pretty much done my first map. i found it pretty intense at time, especially with ion storms (recommended).

so have fun, and if you spot any bugs or have any issues let me know and i'll try to fix it  Smile

EDIT: Added a thumbnail to prevent the thread from stretching. -Crimsonum


Click the thumbnail for full preview.



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Aug 15, 2015 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks pretty good for a novice map, but for starters you forgot to use ramps at cliff ends. They're in a tileset called "Cliff Slopes" or something like that. It's recommended to use them, as it looks better and prevents pathfinding errors.

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Aug 15, 2015 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I also notice some Blue Tib spawners on the roads / water / slopes, of which I assume they don't belong there. Also, if you used the Tib spawning lightposts then for some of the Tib fields you will have constant splashes in the water. Lastly, the lower player is in an advantage as he can close himself of to just 1 access way, while still having the same blue/red Tib fields as the other two players. Unless the lower spot is not a player start, then ignore the last sentence.

Besides those points, it is a nice start. With some improvements this can be a nice map.

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eagleheart666
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Joined: 29 Jun 2013
Location: Canada

PostPosted: Sat Aug 15, 2015 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
I also notice some Blue Tib spawners on the roads / water / slopes, of which I assume they don't belong there. Also, if you used the Tib spawning lightposts then for some of the Tib fields you will have constant splashes in the water. Lastly, the lower player is in an advantage as he can close himself of to just 1 access way, while still having the same blue/red Tib fields as the other two players. Unless the lower spot is not a player start, then ignore the last sentence.

Besides those points, it is a nice start. With some improvements this can be a nice map.


thank you for the feedback Dutchygamer, yeah i noticed that the map renderer kinda moved the spawners around so it looks funny. i noticed it too but in game and finalTI its back to normal.
and all the blue lightposts are for show, i have the big monolithian crystals for spawning

i agree about the tiberium, basically its a four corner map, so yeah the lower player, in play, i've found that bottom left, bottom right, and top left are decently matched, it is alright for the top left player. takes a little micro to get started good though lol

Crimsonum wrote:
It looks pretty good for a novice map, but for starters you forgot to use ramps at cliff ends. They're in a tileset called "Cliff Slopes" or something like that. It's recommended to use them, as it looks better and prevents pathfinding errors.


thank you for the advice Crimsonum, but for the cliff ends do you mean the ones for the sides to make them look good, or the individual tile set for touching up, if the first then yeah i didn't, but i really should though as sometimes units take the very long way to get somewhere. i'll take a look into it.
-------------------------------------
also a couple quick questions, is it possible to raise the whole map a couple levels without breaking anything, so i can add in divots and such. or am i stuck at 0 starting height?

and how do the meteor spawners work, do you just place them, or is their scripting involved?

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eagleheart666
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Joined: 29 Jun 2013
Location: Canada

PostPosted: Sat Aug 15, 2015 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

added a smaller preview with start locations



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eagleheart666
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Joined: 29 Jun 2013
Location: Canada

PostPosted: Sat Aug 15, 2015 10:21 pm    Post subject: Rev.B Uploaded Reply with quote  Mark this post and the followings unread

so i did a little more work on this, added a bunch of stuff. Heres the changelog:

+Added a village to the top left base area and some lights.
+Added a cliff at the bottom of the lower right corners base to spice things up.
+Added some extra hills to the top left corner (more specifically near the edge and along the city cliff).
+Added an island between both lower bases, with natural passages.
+fixed cliff end slopes.
Added civvies.

let me know how this looks, and if you have any ideas for improvment let me know. Smile

EDIT: Dead image link removed. -Crimsonum



ion desolation (2-4).map
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eagleheart666
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Joined: 29 Jun 2013
Location: Canada

PostPosted: Mon Aug 17, 2015 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

figured i'd post an update to my little adventure into mapping, did quite a few changes from the previous version. Added more cliffs to make things more interesting, anyways enough of my rambling and heres a changelog(i probably missed a couple things):

-Darkened some areas
-Added more hills
-Added cliffs to bottom-left and top-right bases
-Changed/added trees
-Fixed a bug where you couldn't move your units across the path, at the top of bottom-left base to top-left base
-Added more streetlife

Pretty much my next goal is to spruce up the cities a bit, but its very much worth playing now.  Very fun and can be trick at points Smile

P.S. One problem i'm not sure how to remedy is how to fix a bug i have where i can't repair my bridges on this map, i'll send the engineer and it says bridge repaired but nothing Confused

EDIT: Dead image link removed. -Crimsonum



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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Aug 17, 2015 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

The middle high bridge is too long to be repaired. Afaik there is a set length for which bridges can be repaired. More dedicated TS modders can tell you the max length I reckon.

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eagleheart666
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Joined: 29 Jun 2013
Location: Canada

PostPosted: Tue Aug 18, 2015 12:28 am    Post subject: Reply with quote  Mark this post and the followings unread

alrighty bridge taken care of, added small-ish island under the big bridge, that also connects bottom-lefts blue tiberium field to the mainlain outside top-lefts cliffs

EDIT: Dead image link removed. -Crimsonum



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Vulture
AA Infantry


Joined: 08 Jan 2011

PostPosted: Tue Aug 18, 2015 6:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Another note: Almost all heavy concrete/brick structures look best if they are standing on concrete ^

This appears not to be the case for the circular appartment block at the middle bottom or the appartment block near the green Tiberium Field for the bottom left player.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Aug 18, 2015 8:17 am    Post subject: Reply with quote  Mark this post and the followings unread

It's certainly looking better after every update, and you fixed the cliff ends with cliff slopes, good.

However, I see you're still using some back cliff pieces incorrectly. I've made some helpful images to show the correct placement:

(click for the full image)

Here I've painted some red lines showing how each tile is supposed to connect with the rest. When placed together, the tips of the red lines would connect.

Marble Madness (MM) mode shows this with pale green lines near the tile edge. You can toggle MM on and off from that small colourful button on the toolbar.


Here I've emphasized the green line showing the cliff connectivity.

eagleheart666 wrote:
also a couple quick questions, is it possible to raise the whole map a couple levels without breaking anything, so i can add in divots and such. or am i stuck at 0 starting height?

and how do the meteor spawners work, do you just place them, or is their scripting involved?
Post


1. Yes, it's possible. At the top bar, go to Map Tools and select Change Map Height. It tells you how much you can increase or decrease the map height. The max. height is 14.

Exclamation Note however that the top 2 layers are known to sometimes cause graphical errors, hence it's recommended to stay use only levels 0-12. Exclamation

2. You place the spawners and make sure the owner house has power. The meteor spawners use a trivial amount of power to make turning them off possible via triggers.

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eagleheart666
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Joined: 29 Jun 2013
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PostPosted: Tue Aug 18, 2015 11:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks for the little guide about arranging cliff tile, theres always been a few that confused me a bit. i'll get to work on fixing that up right away. Smile

also figured out the changing height and the meteors, but one question about the meteors, is their a way to script how frequent they are? because as it stands on this small-ish map it's pure chaos out there (especially with ion storms) although not as bad when i had like 10 small meteor spawners all over the place, brought my computer to its knees.

also another quick question, does the purple/red tiberium still spaz out when it grows on to slopes? i know not to place tiberium on slopes. just wondering cause i had a crash earlier that didn't leave a log, and wasn't sure if the purple blew up on to a slope, or if me spamming alot of engineers into a gdi base to take it all did it

P.S. heres a couple screenshots of the action  Cool



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SCRN0020sm.png
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Aug 19, 2015 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice lighting for the Ion Storm Smile

eagleheart666 wrote:
also figured out the changing height and the meteors, but one question about the meteors, is their a way to script how frequent they are? because as it stands on this small-ish map it's pure chaos out there (especially with ion storms) although not as bad when i had like 10 small meteor spawners all over the place, brought my computer to its knees.


Unfortunately not without triggers. You need to trigger them on and off. Sounds simple, but I've tried to do it myself and for some reason it doesn't work for me at all Neutral You can check the map Heart of Darkness for example, I left the triggers as they were, only disabled them. Maybe LKO knows what's wrong, since he coded the spawners.

eagleheart666 wrote:
also another quick question, does the purple/red tiberium still spaz out when it grows on to slopes? i know not to place tiberium on slopes. just wondering cause i had a crash earlier that didn't leave a log, and wasn't sure if the purple blew up on to a slope, or if me spamming alot of engineers into a gdi base to take it all did it


Yes, a purple Tiberium spawner mustn't be placed near slopes or else it might cause Internal Error when the Tiberium tries to spawn on a slope. However, exploding purple Tiberium actually spawns red Tiberium, so that shouldn't be able to cause the error.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Wed Aug 19, 2015 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Simply turning them on/off with a trigger doesn't work. Thanks to WW stupid shutdown code, a building is still powered when shut down, thus the anims keep running. Anims only stop when the building is really low on power, like the entire base.

You have to change the house of the meteor spreaders to a house that is low on power to really disable them.
e.g.
Give House Neutral some powerplants. (each meteor spreader drains -1 power, so one powerplant can be already enough)
Let Special House without any power.
Put the meteor spreaders as Special house on the map, so they are deactivated.
To activate them, switch their house to Neutral.
To deactivate them again, switch them back to Special.

IIRC we had a test map in the staff forum, which showed how to enable/disable the meteor spreaders.

\Edit
just checked Heart of Darkness
this is using Trigger with "Play Anim at" to create meteors, which is working completely different to the meteor spreader dummy buildings.
No clue why the trigger with Play Anim at don't work.

\Edit
found the testmap in my dev folder and attached it.



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Aug 19, 2015 9:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah, I see. Thanks for the info, with this I might try again to include meteors in Heart of Darkness.

LKO wrote:
just checked Heart of Darkness
this is using Trigger with "Play Anim at" to create meteors, which is working completely different to the meteor spreader dummy buildings.
No clue why the trigger with Play Anim at don't work.


Oh right, I forgot about that. At first I tried with the spawners, but since I couldn't get them to work, I tried with Play Anim. IIRC they wouldn't work the way I wanted, either. I even tried voxel anims, but they have several drawbacks (like no TrailerAnim).

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eagleheart666
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Joined: 29 Jun 2013
Location: Canada

PostPosted: Wed Aug 19, 2015 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hello all, back again with another update. re-did all the rock cliffs (using marble madness) and in the end the map came out looking a little different.

-got a little fancy with top-right's green tiberium field, kinda cave-like now. wanted to throw a meteorite in there but wrong position.
-moved bottom-right's blue tiberium field to his neighboring island
-re-arranged the purple tiberium fields:
top-left is in a cavernesque area beside the blue tiberium field (placed concrete just outside to stop from growing to unwanted areas[slopes])
top-right is under the bridge
bottom-right has a cavern area for his aswell (along with a line of concrete)
bottom-left is still under the bridge, but is now accessed from the other side of the bridge.
-added some concrete under the pumping station by the bridge (still not sure how it looks, if anyone has any ideas i'm all ears)

-----
Lin Kuei Ominae wrote:
Simply turning them on/off with a trigger doesn't work. Thanks to WW stupid shutdown code, a building is still powered when shut down, thus the anims keep running. Anims only stop when the building is really low on power, like the entire base.

You have to change the house of the meteor spreaders to a house that is low on power to really disable them.
e.g.
Give House Neutral some powerplants. (each meteor spreader drains -1 power, so one powerplant can be already enough)
Let Special House without any power.
Put the meteor spreaders as Special house on the map, so they are deactivated.
To activate them, switch their house to Neutral.
To deactivate them again, switch them back to Special.

IIRC we had a test map in the staff forum, which showed how to enable/disable the meteor spreaders.

\Edit
just checked Heart of Darkness
this is using Trigger with "Play Anim at" to create meteors, which is working completely different to the meteor spreader dummy buildings.
No clue why the trigger with Play Anim at don't work.

\Edit
found the testmap in my dev folder and attached it.


hi LKO, i gave the meteora map a download and copied all the triggers, but i couldn't get it to work. not sure if its due to me using just the tiny meteor spawners/triggers, but when i star the map EVA/Cabal states timer started with 2 minutes on the clock, but when it gets to 1:40-ish it just keeps resetting. so i tried increasing the Meteor InitTimer trigger to happen in 4 minutes instead of 20 seconds and it goes though the timer, but nothing happens and then resets in 4 minutes. i've left all the settings i copied from meteora the same values as meteora (i think) in this update

Crimsonum wrote:
Nice lighting for the Ion Storm Smile


thanks, it took quite a bit of fine tuning but its awesome. almost gave myself a headache when i input my first numbers, looked more like an 80's map if anything lol. anyways i figured i'd post my settings in case you or anyone else wants to try them out:

Ion Storm Lighting:
Ambient=0.900000
Level=0.020000
Red=0.650000
Green=0.900000
Blue=0.350000


and without further ado, here is the latest update. Very Happy



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Aug 19, 2015 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oops, I accidently deleted the preview while giving it a thumbnail. Sorry. Mind re-uploading it?

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eagleheart666
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Joined: 29 Jun 2013
Location: Canada

PostPosted: Wed Aug 19, 2015 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

sure thing man, here ya go

EDIT: Added a thumbnail to prevent the thread from stretching. -Crimsonum


Click the thumbnail for full preview.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Wed Aug 19, 2015 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Um, all the images gone now.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Aug 19, 2015 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

What? I can see them just fine Neutral

EDIT: Weird, now they disappeared for me too. Well I uploaded the latest image to TI FTP so it's safe.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Aug 19, 2015 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, as said above, it's actually quite a nice map considering you don't have much experience, nice work!

I haven't seen the Taco House for a while. Very Happy

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eagleheart666
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Joined: 29 Jun 2013
Location: Canada

PostPosted: Wed Aug 19, 2015 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

nevermind the post above about meteors not working, turns out i missed a bunch of actions and needed sleep to find them, so heres the updated map with the working triggers.
one quick question, is it possible to stagger the storms? in particular i want the tiny and big meteors to fire at 2-3 minute intervals and i want the small ones to fire at like 4-5 minutes

Aro wrote:
Yeah, as said above, it's actually quite a nice map considering you don't have much experience, nice work!

I haven't seen the Taco House for a while. Very Happy


thanks Aro, means alot coming from you. and what is a map without a taco house lol
 Very Happy



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eagleheart666
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Joined: 29 Jun 2013
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PostPosted: Wed Aug 19, 2015 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
What? I can see them just fine Neutral

EDIT: Weird, now they disappeared for me too. Well I uploaded the latest image to TI FTP so it's safe.


if you need the images again, i have backups to all my previews Smile

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eagleheart666
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Joined: 29 Jun 2013
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PostPosted: Thu Aug 20, 2015 12:23 am    Post subject: Reply with quote  Mark this post and the followings unread

not sure if this is a bug, or i did something wrong, but every now and again when in a game, my meteor spawners will spaz out and it will be constantly raining meteors to the areas with the "tiny meteor spreaders" and the only time it stops is when the next countdown elaspes, also i find it usually happens after an ion storm, not sure if they're connected. heres a screenshot to kind of show whats going on (it wouldn't be a huge problem if i didn't have huge performance drops [60 to like 15-20 fps] as it looks awesome in action)

Edit: turns out it wasn't the ion storms causing it as i played without and it happened. happens at about 15-20 minute intervals



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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Thu Aug 20, 2015 7:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Way too many meteors, the meteor trail in excess will lag fairly bad (which can't be helped further unless sacrificed whole visual trail). Should really look at the triggers etc to only create limited amount now (enable the spreaders and disable shortly after via house change) and then, constant rain is not something engine can handle well at all.

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eagleheart666
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Joined: 29 Jun 2013
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PostPosted: Thu Aug 20, 2015 8:35 am    Post subject: Reply with quote  Mark this post and the followings unread

in this screenshot, the area with all the meteors has only 2 tiny meteor spreaders, usually they only fire off about 3-5 meteors every 3 minutes. but after 15-20 minutes-ish they go crazy and never stop until the next countdown finishes and that meteor storm ends, then they all stop until it bugs out again. the cliff just above the green tiberium spires has a small meteor spreader along with the little pathway between the cliffs above the bridge and i never see a problem with them, same with the big meteor spreaders i have as well. just the tiny meteor spreaders.

P.S. are the meteors on Beta City done in the same manner as what i've done?

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eagleheart666
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PostPosted: Thu Aug 20, 2015 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

so i've decided to just cut out the tiny meteor spreaders for the big meteor spreaders and haven't had a problem yet, so heres the next update. did a bunch of beautification and building additions to the top-right city, and added more lighting for ambience.
next is to finish work on the top-right city, and then move on to the bottom-left city.

it's finally starting to come together Very Happy



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Crimsonum
Seth


Joined: 14 Jul 2005
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PostPosted: Thu Aug 20, 2015 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

eagleheart666 wrote:
P.S. are the meteors on Beta City done in the same manner as what i've done?


Nope, Beta City was made long before LKO implemented the meteor spawners. It uses triggers to strike meteors on a waypoint, unlike the spawner, which causes meteors to strike at random cells around the spawner.

The map's coming along nicely, btw. Is there enough build space left at the top right? It might quickly become cramped, especially for an AI.

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eagleheart666
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PostPosted: Thu Aug 20, 2015 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
eagleheart666 wrote:
P.S. are the meteors on Beta City done in the same manner as what i've done?


Nope, Beta City was made long before LKO implemented the meteor spawners. It uses triggers to strike meteors on a waypoint, unlike the spawner, which causes meteors to strike at random cells around the spawner.


i see, are the spawners the superior/less buggy way to doing it, or do they both have their advantages/disadvantages?


Crimsonum wrote:
The map's coming along nicely, btw. Is there enough build space left at the top right? It might quickly become cramped, especially for an AI.


thank you Smile, there's room, but i'm thinking i might move the start position back on to the second cliff to see how it plays out as i find he's building out too far, blocking both the stairs and the purple tiberium, as well as choking everything up in front of the stairs. also might have to tweak the start for the top-left player as he likes to build out to the highway between the cliffs of the big bridge and top-rights blue tiberium field

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Lin Kuei Ominae
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PostPosted: Fri Aug 21, 2015 7:08 am    Post subject: Reply with quote  Mark this post and the followings unread

eagleheart666 wrote:
i see, are the spawners the superior/less buggy way to doing it, or do they both have their advantages/disadvantages?

Both have their (dis)advantages
Spreader dummy building
+meteors in a random area around spawner (looks more natural than always the exact same cell)
+spawns meteors over a long duration (without the need for a repeating trigger)
+easy to place down via dummy building
+allows to cover an entire map with meteors, by placing down enough dummy spreader
-trigger work to enable/disable them can be hard to implement
-hard to get only a single meteor

Triggered Meteors via "Play Anim at"
+precise timing when one meteor should come down
+easy to implement, with a minimum of only one necessary trigger
+-meteor hits exactly a specified point (good for precise targeting, bad for natural looking random meteors)
+-only a single meteor comes down (can be good or bad, dependent on situation in which you wanna have them)
-needs lots of waypoints (of which you can have only max 100, with 8 already used for the player start locations) to cover a map

In short:
For meteor showers
-over a small area, use "Play Anim at" Trigger
-over the entire map and/or longer duration with meteors randomly in an area, use the Spreader buildings


Another option is to use the Animation MTRINIT on a Play Anim at Trigger.
This creates a big meteor shower with randomly 0-10 small and 0-5 big meteors in a big random area around the center cell.
MTRINIT was used when TI had a Meteor Shower Superweapon, which is now disabled, but the Animation still works.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 21, 2015 9:30 am    Post subject: Reply with quote  Mark this post and the followings unread

There's actually a trigger action that spawns a meteor shower, but they spawn form all directions and hit the same waypoint, which is highly unrealistic.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 21, 2015 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
Way too many meteors, the meteor trail in excess will lag fairly bad (which can't be helped further unless sacrificed whole visual trail).

Do you think a single big SHP of about 200x1080 pixel with about 50-100 frames of a completely rendered meteor would result in less lag?
Right now, each meteor is like 5-10 separate small anims (due to trailer + meteor itself). With the rendered meteor, only 1 big SHP would have to play.

Though then sacrificing different falling angles of the meteors with the rendered always the same falling direction.
Even though in reality you'll never see 2 meteors coming from that different directions too and all coming down in parallel paths.

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Fri Aug 21, 2015 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Do you think a single big SHP of about 200x1080 pixel with about 50-100 frames of a completely rendered meteor would result in less lag?
Right now, each meteor is like 5-10 separate small anims (due to trailer + meteor itself). With the rendered meteor, only 1 big SHP would have to play.

Though then sacrificing different falling angles of the meteors with the rendered always the same falling direction.
Even though in reality you'll never see 2 meteors coming from that different directions too and all coming down in parallel paths.


I just had a look, the trails are 8 frames, i think could be doable with 6 for big meteor and 4 for small and it would reduce lag at expense of visuals.

As for big anim, I would figure combat damage get tricky as want damage caused still in hit areas and this means more debris trickery which may again lag.
A mix of individual meteors and so called big rain of falling meteors might be visually the coolest and also optimal for performance as won't have to rain so many of real meteors for the main visual.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 21, 2015 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think there is a lot of trickery necessary to get damage done
[METEORDOWNANIM]
Next=METEORIMPACTDAMAGE]

[METEORIMPACTDAMAGE]
Start=0
End=1 ;needs only 1 frame
Damage=10000 ;uses Fire2 warhead, but that doesn't matter and can still be balanced fine (damage area of 3x3 cells would be also still the same)
TrailerAnim=METEORDEBRISINIT

[METEORDEBRISINIT]
Bouncer=yes ;dummy debris to spawn multiple debris when it hits the ground
MinZVel=-10 ;instantly hit ground again
Spawns=METDEBRI ;the usual meteor debris
SpawnCount=7



btw, it could also help to reduce the debris.
Currently each meteor spawns about 0-7 meteor debris, thus raising quite drastically the amount of anims as well when they hit the ground.

By sacrificing the debris and replacing them with one single big rendered meteor impact explosion animation, it could be also made by using 2 anims only
[METEORDOWNANIM]
Next=METEORIMPACT]

[METEORIMPACT]
Start=0
End=50
Rate=500
Damage=10 ;damage is done each frame of the explosion anim, so in this case about 1000 damage (10dam*50frames*900/500Rate)

I doubt it would be such a big problem if the meteor is doing damage over a short time of the explosion instead of doing all damage at once.
Though using an intermediate step like in the first example, damage could be done in one step too.
After all one meteor would then still only play max 3 anims, not 1 constantly with 8 additional anims that are constantly created and removed again.

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