RS [wip] RSTE-Makin

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Beskar Mando

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Dec 13, 2014
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I'd be willing to collaborate. Won't know till I sift through my HD if I have any of the map files. Since if I don't get help (or find the files), none of it will ever see a server, don't mind if you use the name regardless.

In retrospect, should have done the '42 Raiders map, more jungle, no fortifications and a smaller piece of the island.

Awesome, this actually may help me a lot!
 

Twrecks

FNG / Fresh Meat
Dec 28, 2011
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PM'd you the unpub file and some ref pics.


Whenever you want to pass it back, I'll do some work and send it back to you. Maybe this way it will get done.


Meanwhile I'll dust off the LCVP...


Besides the LCVP, Makin needs 'Emily', the radio tower and some of the tank barriers meshed up (modeled and skinned), in addition to the Massive LOD palms. There's also the wrecked ships (hulls) in the lagoon. Plus some other yet to be discovered.


In my estimates, about 6 months worth of work just for the extra meshes.
 

Beskar Mando

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PM'd you the unpub file and some ref pics.


Whenever you want to pass it back, I'll do some work and send it back to you. Maybe this way it will get done.


Meanwhile I'll dust off the LCVP...


Besides the LCVP, Makin needs 'Emily', the radio tower and some of the tank barriers meshed up (modeled and skinned), in addition to the Massive LOD palms. There's also the wrecked ships (hulls) in the lagoon. Plus some other yet to be discovered.
I do believe the Anti-tank obstacles, were ditches.

In my estimates, about 6 months worth of work just for the extra meshes.

:eek:
That's a lot of work, though I imagine it should turn out great! :D
I'm gonna work on putting down the trenches, and other defenses, based on historical accuracy.
 
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Twrecks

FNG / Fresh Meat
Dec 28, 2011
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Only guarantee is that mapping takes time. Good maps extra, epic failures even more (see my sig).


In the words of Marc LeBlanc "Fail Fast, follow the fun".


Means, save often (change the name!) and quickly hit the reset button whenever it isn't working for you. The 1st six versions of this map were just finding scale. After about 10 builds of one scale, I was like "damn this is too small", scrapped it and started over with 3 more builds.


I may not be a successful level designer, but I've got a lot of experience at what doesn't work :p
 

nymets1104

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Dec 18, 2012
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Only guarantee is that mapping takes time. Good maps extra, epic failures even more (see my sig).


In the words of Marc LeBlanc "Fail Fast, follow the fun".


Means, save often (change the name!) and quickly hit the reset button whenever it isn't working for you. The 1st six versions of this map were just finding scale. After about 10 builds of one scale, I was like "damn this is too small", scrapped it and started over with 3 more builds.


I may not be a successful level designer, but I've got a lot of experience at what doesn't work :p

I think it is great you are collaborating, but how do you merge the maps? Does a repository like github support .roe files or level design in general?
 

Twrecks

FNG / Fresh Meat
Dec 28, 2011
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I use Mediafire for the unpub map.


Important thing is to change the name for each save. Sometimes files become corrupted so having previous back ups is a life saver. I start maps at MapName99 and go down from there.


Not sure what Beskar Mando will do, it'll be a surprise. I've got more than enough to do making assets.
 

Beskar Mando

Grizzled Veteran
Dec 13, 2014
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I use Mediafire for the unpub map.


Important thing is to change the name for each save. Sometimes files become corrupted so having previous back ups is a life saver. I start maps at MapName99 and go down from there.


Not sure what Beskar Mando will do, it'll be a surprise. I've got more than enough to do making assets.

Perfectly fine with you making assets ( I couldn't make 'em if my life depended on it!) For now I've taken a look at the map, so far the map looks great! It's all placeholders, minus the terrain, and some other buildings (Like it should be at this stage.) I'll probably end up working defenses, adding the trenches, not like the entire trench will all the details, but the generic SM's for now. Probably one of the more time consuming things for the map is the foilage, Makin historically speaking was very dense. The problem with this is the fps drop from the FOV by the player seeing all the SM's at once. We can either add a fog layer, or some other gimmick to maximize performance.
I'll continue with the coundown setup for saving.
I keep forgetting the SDK and it's way of saying **** you... it crashes -_-
not a resource matter, but for example, if paste something, and don't unselect the object I copied from it crashes... (sometimes if I'm unlucky it's any object..)
Then the .exe runs for like a few minutes, and stops if I don't turn it off manually, so steam won't let me use it as it says it's already in use. it's better than the Content Browser causing the terrain editor to crash though.
~small update, did some work on part of the trenches, difficult to get right, mainly because of the scale, it's off for the trench meshes, which prevents it from being entirely accurate (The meshes are too big).
http://imgur.com/cO0eCiG
 
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Twrecks

FNG / Fresh Meat
Dec 28, 2011
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Turn OFF the Auto save, button lower right edge of SDK screen.

The fog in the level right now is actually not very aggressive, and blends with the sky so you almost don't notice it.

I'll be working on some Massive LOD jungle bits to dense it up. Don't worry about foliage right now. Place only the palms/bushes you want around bunkers and other buildings/trenches. We can adjust their draw distances later.

Beware, there are multiple terrain actors. It's just something I do :D
 
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Beskar Mando

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Dec 13, 2014
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Turn OFF the Auto save, button lower right edge of SDK screen.

The fog in the level right now is actually not very aggressive, and blends with the sky so you almost don't notice it.

I'll be working on some Massive LOD jungle bits to dense it up. Don't worry about foliage right now. Place only the palms/bushes you want around bunkers and other buildings/trenches. We can adjust their draw distances later.

Beware, there are multiple terrain actors. It's just something I do :D

weird that worked, never thought of doing that, I guess the SDK is just screwy like always (all those odd fixes...)
really wish there was a reflect button in the SDk, so meshes could mirror each other automatically
Time for maths...
I screwed up the terrain a little bit, got me a bit confused, I've saved the meshes I've placed and I'm gonna replace them on Makin-81. (Only a few minute setback)
 
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Twrecks

FNG / Fresh Meat
Dec 28, 2011
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F4, set the drawscale in the meshes advanced properties to -1 in either the X or Y.

For meshes with sand, like bunkers and trenches, I'll swap materials out that blend with the terrain. Or make new materials if need be.
 

Twrecks

FNG / Fresh Meat
Dec 28, 2011
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Ventura, California
Here's what's what ATM:





Makin81.jpg
 

nymets1104

Active member
Dec 18, 2012
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I really like the narrow corridor approach. Will the water be off limits? Or can you enter it to a point?
 

Twrecks

FNG / Fresh Meat
Dec 28, 2011
1,241
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Ventura, California
I really like the narrow corridor approach. Will the water be off limits? Or can you enter it to a point?

You can enter the water ATM. I'll add a damage volume to hurt players if they go past chest deep. 5 hit points per second should be enough. Be awesome if I could add Wolfram coral sharks :D
 

Beskar Mando

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Dec 13, 2014
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I was thinking that the tank barrier, the one that is currently represented by a surface, could become some of the palm revetments meshes... Just an idea though.
Unfortunately since we're trying to make a map that isn't to full scale, or I believe so. I cannot fit in all the details of the trenches.
 

Twrecks

FNG / Fresh Meat
Dec 28, 2011
1,241
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Ventura, California
I was thinking that the tank barrier, the one that is currently represented by a surface, could become some of the palm revetments meshes... Just an idea though.

I was planning on just that for the North end. On the South end, it was a palm log anti-tank fence. There's some good images of it in the ref mat'l.

Unfortunately since we're trying to make a map that isn't to full scale, or I believe so. I cannot fit in all the details of the trenches.

Level is currently 1/2 scale. IMO a full scale map was too large for 64 players, and was too difficult to optimize. Made several trial maps at different scales. 1/2 scale seems to work well after spawning and running around. Cap Pairs are about 300 meters apart ATM. If you feel it is too small, I could scale it up to whatever you like.
 
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Beskar Mando

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Dec 13, 2014
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Yeah it's just the fact that the meshes are kinda clunky and I've had to sacrifice accuracy for practicality. I guess we can see how it goes so far it seems right, though we can only tell through testing the map. If the surfaces are just placeholders are you making meshes for them, or do you want me to cobble something with the current meshes for the HQ and stuff. I've seen some photos, It seems possible, but not 100% accurate, to use the current meshes.
I'll attempt to finish more of the defenses later today.

~Here's an update of what I've got...
C8j8Rfd.jpg
 
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Twrecks

FNG / Fresh Meat
Dec 28, 2011
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Ventura, California
I'll make the barrier meshes, and get them ready.

When you jet it back, will flesh out the spawns and red zones so I can start laying in some AI.

Someone contacted me about skinning the LCVP and making the two hero meshes, Emily and the block house, we'll see what happens.