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Posted

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.

 

 

 

Screenshot.25.png

  • Like 1
Guest rackz
Posted (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 by rackz
Posted

just got a reneboner

  • Like 1
Posted
13 minutes ago, mdogg1108 said:

just got a reneboner

 

Posted

Cool effect, Ice RxD_Hourglass incoming?

 

& lol @Rooney instantly made me think back to waynes world

 

  • Like 1
Posted (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 by rossnisbe
Posted

Haha I love Waynes world. SHWING!

Yea Hourglass_RxD is incoming. I just finished making all the flying parts for Hourglass!

  • Like 1
Guest rackz
Posted
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!

Posted
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!!

Posted

Swell

Posted

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.

 

cHEGyv6.jpg

 

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. )

vqD48Tg.jpg

 

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.

 

anfQYXC.jpg

 

 

  • Like 2
Posted

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. 

Posted

I agree, turning off the obelisk and AGT would make it a lot more interesting

Posted

sounds terrible tbh, map needs to made around flying vechicles...

Posted

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.

Posted

Base defenses off make hourglass much more enjoyable. Also @BigWrench you know we all love u right ?

  • Like 2
Posted

people hate hourglass as it is, no base defence might change that, a rxd wont imo

Posted

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.

  • Like 2
Posted
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;
}

  • Like 2
Posted

Nice hard-coded values :p

Posted

Thanks for sharing. Smart with the z height. 

Posted
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. 

Posted
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)

Posted

Ah, Thats how I was going to do it with zones. But that looks even better.

Guest rackz
Posted

impressive how low poly Westwood Maps are, but still looking great and playing damn well lol

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