Blacky Posted May 23, 2017 Posted May 23, 2017 ohhh no look who dusted off 3DS Max/Renx Messing around with the Bump Environment to make a realistic ice reflection. I think it looks rather good. 1
Guest rackz Posted May 23, 2017 Posted May 23, 2017 (edited) add diffrent levels of brightness to the reflection_texture, and see the result :p if you make the texture even brighter it will almost look metallic lol to bad my 3ds max doesnt work properly on Win10 :( Edited May 23, 2017 by rackz
dubstar Posted May 23, 2017 Posted May 23, 2017 Cool effect, Ice RxD_Hourglass incoming? & lol @Rooney instantly made me think back to waynes world 1
NizzyStorm Posted May 24, 2017 Posted May 24, 2017 (edited) 5 hours ago, dubstar said: Cool effect, Ice RxD_Hourglass incoming? Yeah, i love hourglass. I'm not gonna go through why or anything else. Anyway Hourglass_RxD would be cool. Edited May 24, 2017 by rossnisbe
Blacky Posted May 26, 2017 Author Posted May 26, 2017 Haha I love Waynes world. SHWING! Yea Hourglass_RxD is incoming. I just finished making all the flying parts for Hourglass! 1
Guest rackz Posted May 26, 2017 Posted May 26, 2017 15 minutes ago, BigWrench said: Haha I love Waynes world. SHWING! Yea Hourglass_RxD is incoming. I just finished making all the flying parts for Hourglass! extra tunnels would be nice! this would make the map less campy!
Rooney Posted May 26, 2017 Posted May 26, 2017 1 hour ago, BigWrench said: Haha I love Waynes world. SHWING! Yea Hourglass_RxD is incoming. I just finished making all the flying parts for Hourglass! Looking forward to playing it! SHWIIING!!
Blacky Posted May 27, 2017 Author Posted May 27, 2017 This is what I have been up to. I originally hex edited the hourglass map like 2 years ago with RxD textures but never finished it. Now I made all the walls and ceilings for traditional flying maps. Plus some RxD extras. 13 hours ago, rackz said: extra tunnels would be nice! this would make the map less campy! I thought about that but I cant do it. I cant punch a hole in the original map unless I import and redo the entire map. Everything that is Orange is the original map and cant be edited. Everything else is what I added. All thee flying parts plus extras ( what is actually exported to the w3d used. ) This is what is called the Emis part of the map and provides extra visual Detail and other things in a separate w3d file. The purple is physical boundary around rocks and other things for vehicles. The yellow squares are trees and what allows me to change the trees without editing the actual map. 2
Goztow Posted May 27, 2017 Posted May 27, 2017 I don't see how flying vehicles will make the map less bad. You'd actually need to remove either the hill or the Base defenses to make it interesting imo.
dubstar Posted May 27, 2017 Posted May 27, 2017 I agree, turning off the obelisk and AGT would make it a lot more interesting
ehh Posted May 27, 2017 Posted May 27, 2017 sounds terrible tbh, map needs to made around flying vechicles...
Blacky Posted May 27, 2017 Author Posted May 27, 2017 Well it may be awful with flying vehicles. We will see. Basically opening up the door for sniping on top of the hills. I was also planning to allow hill camping but deny damage to the back buildings from the hill ( or all buildings ) with some code. We can definitely try disabling the base defences and see how that is.
mdogg1108 Posted May 27, 2017 Posted May 27, 2017 Base defenses off make hourglass much more enjoyable. Also @BigWrench you know we all love u right ? 2
ehh Posted May 28, 2017 Posted May 28, 2017 people hate hourglass as it is, no base defence might change that, a rxd wont imo
masscarriers Posted May 28, 2017 Posted May 28, 2017 Kinda hard to reply to those uphill snipers if the only way to reach them is to use a flying vehicle which dies so, so quickly against those very snipers though. I wouldn't be against trying w/ main base defense off but leave the guard towers and such. Could add an interesting twist but I'm pretty convinced it's still going to be a whorefest as soon as we allow hill camping. 2
Iran Posted May 28, 2017 Posted May 28, 2017 17 hours ago, BigWrench said: Well it may be awful with flying vehicles. We will see. Basically opening up the door for sniping on top of the hills. I was also planning to allow hill camping but deny damage to the back buildings from the hill ( or all buildings ) with some code. We can definitely try disabling the base defences and see how that is. bool Main_Hooks::Damage_Request_Event(DamageableGameObj *Victim, ArmedGameObj *Damager, float &Damage, unsigned int &Warhead, float Scale, DADamageType::Type Type) { if (Damager && Damage > 0) { int PlayerID = Get_Player_ID(Damager); if (PlayerID != -1) Reset_AFK_Timer(PlayerID); } // Fix pointwhoring with snipers when pointsmod is off if ((Warhead == 3) && Victim->As_VehicleGameObj() && Get_Object_Type(Victim) != Get_Object_Type(Damager)) { const WeaponDefinitionClass *CurrentWeaponDef = Get_Current_Weapon_Definition(Damager); if (CurrentWeaponDef->CanSnipe) { float DamageMultiplier = ArmorWarheadManager::Get_Damage_Multiplier(Victim->Get_Defense_Object()->Get_Shield_Type(), Warhead); if (DamageMultiplier != 0.3f) { Commands->Apply_Damage(Victim, 2.0f, "None", Damager); return false; } } } // Prevent hillcamping on C&C_Hourglasss if (Damager && Victim) { // check if victim is building, attacker height above '24' and warhead is not c4, nuke or ion Vector3 pos = Commands->Get_Position(Damager); // DA::Host_Message("X = %f, Y = %f, Z = %f", pos.X, pos.Y, pos.Z); if (Victim->As_BuildingGameObj() && Commands->Get_Position(Damager).Z > 27 && Warhead !=12 && Warhead !=16 && Warhead !=17) { // block building damage on hour glass on the hill - tested if ((_stricmp(The_Game()->MapName, "C&C_Hourglass.mix") == 0)) { int team = Get_Object_Type(Damager); if (team == 1 && pos.Y > 11) return true; // GDI if (team == 0 && pos.Y < -6) return true; // Nod DA::Page_Player(Damager, "Hill camping is not allowed on this server...damage blocked."); return false; } } } return true; } 2
War0n Posted May 29, 2017 Posted May 29, 2017 16 hours ago, Iran said: // Prevent hillcamping on C&C_Hourglasss if (Damager && Victim) { // check if victim is building, attacker height above '24' and warhead is not c4, nuke or ion Vector3 pos = Commands->Get_Position(Damager); // DA::Host_Message("X = %f, Y = %f, Z = %f", pos.X, pos.Y, pos.Z); if (Victim->As_BuildingGameObj() && Commands->Get_Position(Damager).Z > 27 && Warhead !=12 && Warhead !=16 && Warhead !=17) { // block building damage on hour glass on the hill - tested if ((_stricmp(The_Game()->MapName, "C&C_Hourglass.mix") == 0)) { int team = Get_Object_Type(Damager); if (team == 1 && pos.Y > 11) return true; // GDI if (team == 0 && pos.Y < -6) return true; // Nod DA::Page_Player(Damager, "Hill camping is not allowed on this server...damage blocked."); return false; } } Nice code! Can't we get this in islands aswell @BigWrench? Might fix the b2b issue there aswell.
Iran Posted May 29, 2017 Posted May 29, 2017 16 hours ago, BigWrench said: Thanks for sharing. Smart with the z height. Hex made it, Y and Z for what side on the hill for each team. But you can also use two script zones (one per team)
Blacky Posted May 29, 2017 Author Posted May 29, 2017 Ah, Thats how I was going to do it with zones. But that looks even better.
Guest rackz Posted May 29, 2017 Posted May 29, 2017 impressive how low poly Westwood Maps are, but still looking great and playing damn well lol
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