C4miner Posted June 1, 2024 Posted June 1, 2024 Glacier_Flying_HD This map looks badass. New tunnels (and their red/yellow color scheme) are great too. In a few places it seems maybe a bit too dark, but that's just nitpicking (I have to close the blinds to eliminate the glare on the monitor so I can see the dark areas) ArcticPrism noted that the Nod turret at the end of the airstrip has a higher rate of fire than the other two turrets, and I noted that the GDI tower next to the powerplant has more powerful shots and a unique shooting sound effect. So both changes seem intentional. The new tiberium silos seem to grant an additional +1 credit per second (rather than the typical +2 I believe), which I assume is intentional. The screenshots show a couple rendering glitches when you stand in these locations at the WF 1
C4miner Posted June 1, 2024 Author Posted June 1, 2024 First screenshot, note the flame tank, flora, and WF door. Second screenshot after backing up a couple steps, they're all invisible 1
Forithow Posted June 1, 2024 Posted June 1, 2024 Thanks for the feedback. I want to have a bigger list of things to change so I can do them all at once and give them to @ExEric3 to put on test server and hopefully it can be on the main RC server too, so feel free to take look at other maps too in the test server. So just keep finding any render (vis) glitches, screenshot them, and any other minor things etc. There's 5 maps: Field_HD, Glacier_Flying_HD, Complex_HD, Walls_Flying_HD and Deth_River_HD I know I've gotten some feedback about Walls and Field with the noisyness of the textures, that's the drawback of having higher resolution textures on an old game, so I'll lower the resolution of those textures to make it easier on the eyes. Yeah the silos were intentionally doing +1 tiberium credit, so that destroying the refinery is still meaningful so that silos are still viable for the team if they don't have a refinery. I can increase it to +2 if people really want that. The GT behind PP and turret at air were intentional since they are common spots for the winning team (stank rush, airstrip rush), but I can change them back to the normal default ones if people REALLY don't like them. I can change textures, fix visual render glitches, remove or nerf things but the only thing I won't change is the pre-existing terrain itself because that requires redoing everything basically. I also got some feedback from another member about those maps which I'll list here to keep track in this thread: Quote Walls_Flying_HD: I noticed a lot of screen tear/jittering in the base. Concerns about the power of the TOW-Humvee compared to the Recon Bike, but I guess the recon speed makes up for it. Seems like there's not too much of a difference in power. Field_HD: No significant remarks, other than a little bit of jittering on the pebbles. I did have a major graphical glitch in both the Obelisk and AGT, other players in the game didn't have this issue. Glacier_Flying_HD: I feel like the AGT missle should be completely blocked when moving to the WF as NOD. Also, I might be an idiot, but I couldn't get to the Airstrip as GDI. DethRiver_HD: Feels a bit easier to reach the Hand of Nod with the new tunnel. Also, when you reach the HON you can enter it. While for NOD, you can't enter the Barracks even if you do reach it. It's still possible to simply walk towards the Airstrip. I like the sedan/pickup addition, but they tip the balance to GDI even more, as they are so weak, that they die before the AGT missle hits you, while the Obelisk will hit it once, allowing much more travel time.
ArcticPrism Posted June 1, 2024 Posted June 1, 2024 (edited) Disclaimer: I have a lot of custom skins for vehicles, infantry, UI and to some extent buildings. The map makers didn't put Lavender Nod vehicles or lights. Map wide: Recon Bike is really slow - Can it be faster? MRLS Rocket speed increase - There are potentially a lot of issues with this. On Field, MRLS can destroy both Nod Turrets and attack the HON from around the corner. The extra reach means that MRLS can be even further back than before and kill Nod repairers at both sides entrances. On maps like under there is the potential for MRLS to be able to hit OB from around the corner and more of the same of killing Nod reps without Nod being able to do anything about it. Can the antenna on medium and mammoth tank go away? They are huge and distracting. Building textures look great. Only complaint about them is that my Lavender Nod building skins don't work anymore! I'm generally not a fan of having elevators/ramps on non-flying maps. It significantly complicates finding beacons, especially for GDI. Glacier: Map is beautiful. I really like that the tunnels have red/yellow light to help you find your way to bases. That should be a standard for all map makers. As far as visuals, I think the only part I found a little weird was the texture of the... mist? fog? around the ceiling holes. A bit too obvious with the repeating texture. I like the addition of the Silo as +1. It was more of something we observed since it's normally +2(or more) but it's not a bad thing. The placement is nice too. Nod usually doesn't have much to do with arty on that map and the silo is a target for them from WF side. Similarly, GDI doesn't usually do much with vehicles on Ref side where the Nod silo can be attacked from. The turret and guard tower change is also fine. Like the Silo, they were an observation more than a complaint. Field Emplacement near Nod base can attack the Obelisk Turret without being shot back. Not sure if intentional. The new tunnel routes are cool. Nod can no longer get to barracks without being shot by AGT though. Unfortunately, being a flying map(and a complex one) makes it ripe for vis bugs. There are a lot of them and flying on the ceiling lets you see through the whole map. Not sure why so much of my screen got cut off in the recordings. Vis Bug screenshot dump. I circled less obvious things. The green circles are specifically instances where the patches of grass disappeared. I can probably find more https://imgur.com/a/glacier-vis-bugs-oU3D6SA Ceiling letting you see through walls: Flight Ceiling near Nod PP is too low: Edited June 1, 2024 by ArcticPrism 1
ArcticPrism Posted June 1, 2024 Posted June 1, 2024 (edited) Deth_River: Looks great overall. I have found minimal vis issues. The new tunnel routes by Hon are a nice addition. Another place for infantry to potentially make plays. At the very least, snipers can use them to be annoying. The cannon emplacement in the field can be used to attack GDI's WF. Is that intentional? The gun emplacement burst count is 14 bullets but it has a clip size of 100 which makes your final burst 2 bullets. Can you make the clip size 98 or 112 so you get a clean number of bursts (7 or 8) rather than having to manually reload at 2? I have fewer screenshots for this map so I included normal/vis bug comparison images to make it more clear where the vis bug is as they aren't as bad as Glacier. Other screenshots of issues are in the same picture album. Airplane clips through rock formation and wall in Nod base. Water texture doesn't play nice with stealth. Stealth units are completely invisible while in the water. Screenshots of various issues: https://imgur.com/a/deth-river-issues-ANt5vdq Better images of water flaws: https://imgur.com/a/deth-river-water-flaws-TubZlI8 I used imgur for the posts but I'm going to see if I can find something better to use. I'm having issues getting the organization tools to work. Edited June 2, 2024 by ArcticPrism 1
ArcticPrism Posted June 2, 2024 Posted June 2, 2024 Videos showing how safe you can be while destroying Nod turrets and Hon on field with increased MRLS rocket speed. This also means it's easy to kill Nod repairs/vehicles in their own base with an MRLS from an even greater distance than before. This will cause problems defensively as well. First Turret: https://youtu.be/jxpQnCKYkJM Second Turret: https://youtu.be/UukjnPtnbk4 HON: https://youtu.be/D_MwkzD9rYY 2
Forithow Posted June 11, 2024 Posted June 11, 2024 On 6/2/2024 at 6:17 AM, ArcticPrism said: Videos showing how safe you can be while destroying Nod turrets and Hon on field with increased MRLS rocket speed. This also means it's easy to kill Nod repairs/vehicles in their own base with an MRLS from an even greater distance than before. This will cause problems defensively as well. First Turret: Second Turret: HON: On 6/1/2024 at 8:43 PM, ArcticPrism said: Disclaimer: I have a lot of custom skins for vehicles, infantry, UI and to some extent buildings. The map makers didn't put Lavender Nod vehicles or lights. Map wide: Recon Bike is really slow - Can it be faster? MRLS Rocket speed increase - There are potentially a lot of issues with this. On Field, MRLS can destroy both Nod Turrets and attack the HON from around the corner. The extra reach means that MRLS can be even further back than before and kill Nod repairers at both sides entrances. On maps like under there is the potential for MRLS to be able to hit OB from around the corner and more of the same of killing Nod reps without Nod being able to do anything about it. Can the antenna on medium and mammoth tank go away? They are huge and distracting. Building textures look great. Only complaint about them is that my Lavender Nod building skins don't work anymore! I'm generally not a fan of having elevators/ramps on non-flying maps. It significantly complicates finding beacons, especially for GDI. Glacier: Map is beautiful. I really like that the tunnels have red/yellow light to help you find your way to bases. That should be a standard for all map makers. As far as visuals, I think the only part I found a little weird was the texture of the... mist? fog? around the ceiling holes. A bit too obvious with the repeating texture. I like the addition of the Silo as +1. It was more of something we observed since it's normally +2(or more) but it's not a bad thing. The placement is nice too. Nod usually doesn't have much to do with arty on that map and the silo is a target for them from WF side. Similarly, GDI doesn't usually do much with vehicles on Ref side where the Nod silo can be attacked from. The turret and guard tower change is also fine. Like the Silo, they were an observation more than a complaint. Field Emplacement near Nod base can attack the Obelisk Turret without being shot back. Not sure if intentional. The new tunnel routes are cool. Nod can no longer get to barracks without being shot by AGT though. Unfortunately, being a flying map(and a complex one) makes it ripe for vis bugs. There are a lot of them and flying on the ceiling lets you see through the whole map. Not sure why so much of my screen got cut off in the recordings. Vis Bug screenshot dump. I circled less obvious things. The green circles are specifically instances where the patches of grass disappeared. I can probably find more https://imgur.com/a/glacier-vis-bugs-oU3D6SA Ceiling letting you see through walls: Flight Ceiling near Nod PP is too low: Thanks for the feedback @ArcticPrism Sorry for taking a while to get back to you, I've been pretty busy. Recon Bike is really slow - Can it be faster? I can increase the speed of the recon bike, perhaps a 10% or 20% faster? I don't want it too fast, especially for small maps, as this needs to be global across all HD maps MRLS Rocket speed increase - There are potentially a lot of issues with this. On Field, MRLS can destroy both Nod Turrets and attack the HON from around the corner. The extra reach means that MRLS can be even further back than before and kill Nod repairers at both sides entrances. On maps like under there is the potential for MRLS to be able to hit OB from around the corner and more of the same of killing Nod reps without Nod being able to do anything about it. The MRLS rockets velocity will be reduced back to its normal speed like in stock maps. Thank to you for showing me the danger of it on Field, I did want GDI have a little buff, but not that much of a buff. Can the antenna on medium and mammoth tank go away? They are huge and distracting. I can add an optional to switch between antennae med/mammoth and non-ones, with the default being the default stock non antennae med/mammoths, would that be good or do you just want them removed entirely? I'm usually wanting to just have more options for players, like the rotatable MRLS Building textures look great. Only complaint about them is that my Lavender Nod building skins don't work anymore! Yeah sorry the building textures are custom named, but I can provide the name of those texture files for you, and you'd be able to just simply edit them, hue-shift the colours and put them in your Data folder. The names for them are consistent through all the maps. I'm generally not a fan of having elevators/ramps on non-flying maps. It significantly complicates finding beacons, especially for GDI. Don't worry, it's only for Hon and WF, and you'd need to get in the building to get to the top of them anyway. I do see potential issues on flying maps actually though, hmm, might do something with that. Glacier: I can change the textures of the skylight if that's what you're referring to No the turret emplacement was not intentional to shoot the ob, I'll reduce its range, or move it, doesn't seem fair for Nod. I will fix all the VIS bugs that you've found for Glacier. It's way easier to fix VIS bugs on non-flying maps, believe me The low ceiling at the Nod PP was also in the original Glacier since I copied all of its boundaries from that map. So I assumed that was intentional in the original Glacier so I just kept it here in the HD version. Deth_River: Yeah I can change the clip amount for the gun emplacement, and no the turret emplacement shouldn't reach the weapons factory as it was like that in the original map, so I will nerf its range. I think I know what the issue is with the water texture, something to do with bump environment, so if I just remove it, keep it as a normal texture with no bump environment, it should be okay. This will also give me the time to adjust that rock formation so the plane doesn't hit it. This will make me have to redo vis, so if you got any other terrain-based stuff for me to change before I do this, now would be the time. 1
ArcticPrism Posted June 12, 2024 Posted June 12, 2024 (edited) Thanks for your hard work on these maps. Looking forward to seeing the others eventually. 10-20% should be fine, at the very least it should feel faster than a buggy. I'm ok with the option of selecting the new one or not, options are great. For Glacier, I didn't know that was normal. I never use flying vehicles lol. Yeah, the sky light. I think it's mostly fine, just the part directly around the ceiling hole looks a little repetitive. For Deth River, I do have a few more vis bugs I found. I'll upload them later today when I get home from work. I also have a lot of vis bugs I found on Field that I'll upload. They're mostly on Nod's side of the map. Haven't really tested Walls Flying or Complex yet, though I did find some vis bugs on Complex. Edited June 12, 2024 by ArcticPrism 1
ArcticPrism Posted June 13, 2024 Posted June 13, 2024 deth river stuff: https://imgur.com/a/j6STYoa I added a note to each image. The fence on top of refineries on all maps can be jumped over easily by a single player and lets you place beacons in places you can't realistically disarm(especially without flying vehicles) 1
Forithow Posted June 17, 2024 Posted June 17, 2024 So some updates atm Globally: Recon Bikes are faster but not too fast and WAY more enjoyable to control, this will compensate for TOW Humm-vee where it is Speed vs Damage. MRLS are back to their original missile velocities. Added options for Medium tanks and Mammoth tanks to switch to beta ones. Textures will now render lower resolution from far away to increase on performance, that means you won't get very busy and noisy textures like on Walls, it will still render higher resolution from close up. Deth River: Fixed the water issue with stealth units, this does mean sadly no fancy water transparency. Added more manual vis points around the places @ArcticPrism pointed out. I probably won't be fixing anymore vis issues especially if they're minor, it's impossible to get everything and even stock maps have VIS issues. Gun emplacement has 98 rounds, and the range of cannon emplacement is reduced. I also removed Sedans and Pickups, because it makes it more GDI sided (agt instantly destroys it, ob has to do two shots) Walls: Fixed the same water issue with stealth units from Deth River. Added more VIS points around the map, especially for flying around with orca and apache. Changed texture of the ground to be easier on the eyes. Added collision to the waterfall so you cannot go behind them as it is no longer transparent I'll be updating the other 3 hd maps next (Glacier, Field and Complex) and then I will give @ExEric3 the files to update onto the server
ArcticPrism Posted June 18, 2024 Posted June 18, 2024 (edited) Have you already made texture changes to Walls Flying? When I was last testing it 2 days ago seemed better than before . How minor is too minor for vis bugs for non-Deth River maps? I can exclude ones where it's barely visible pieces of trees or small patches of grass that disappear. These are from Field + Walls flying. How many drinks should I buy you? (there will be less after I delete junk/duplicate screenshots) Edited June 18, 2024 by ArcticPrism
Forithow Posted June 18, 2024 Posted June 18, 2024 11 hours ago, ArcticPrism said: Have you already made texture changes to Walls Flying? When I was last testing it 2 days ago seemed better than before . How minor is too minor for vis bugs for non-Deth River maps? I can exclude ones where it's barely visible pieces of trees or small patches of grass that disappear. These are from Field + Walls flying. How many drinks should I buy you? (there will be less after I delete junk/duplicate screenshots) No nothing has changed on the test server and jeez 340 items, I bet most of them are on walls flying. Yeah too minor would be basically anything that is barely visible, like not even noticeable in standard gameplay, anything that doesn't affect gameplay basically, i.e. grass from a distance, average players won't care too much about that. Btw, if you have a vis bug at nod ref on walls_flying_hd, i can't fix it sadly, leveledit seems to think that everything is fine there, so it's the only vis bug that will stick around. And if there's vis bug inside the obelisk on Field_HD, I can't fix that either Time for more floating cameras in leveledit :D (That's how I get rid of these vis bugs), this is what they look like in leveledit, using Glacier as an example, you see me fixing the WF back door vis bugs: Also for Glacier, I can't fix the camera glitching through the ceiling, that is also in the original glacier, so I think this is just the game's quirkiness with camera collision sadly
ArcticPrism Posted June 19, 2024 Posted June 19, 2024 Dats a lot of cameras. I believe I have encountered those ones you're talking about. Maybe if you spawn a sphere of 1000 cameras above and below the map they'll work. Are you willing to make cut outs in the maps so the Nod cargo plane doesn't fly through the walls? Also, the buildings seem to be missing a destroyed texture like how in the default game, the buildings turn dark/scorched to make it obvious that they are destroyed.
Forithow Posted June 19, 2024 Posted June 19, 2024 5 hours ago, ArcticPrism said: Dats a lot of cameras. I believe I have encountered those ones you're talking about. Maybe if you spawn a sphere of 1000 cameras above and below the map they'll work. Are you willing to make cut outs in the maps so the Nod cargo plane doesn't fly through the walls? Also, the buildings seem to be missing a destroyed texture like how in the default game, the buildings turn dark/scorched to make it obvious that they are destroyed. You can't put cameras above or below the map because of backfacing meshes, aka if you're outside the map looking in, you don't see the walls but the walls are there, those are backfacing walls and VIS can't generate for those, which is why you don't see them outside the map and they tend to have trouble with tunnels and interiors because they are seperate models, this is so that the interior buildings can change states to green -> red, be shootable, etc.and that they can unload when you're not inside it. Ehhh, maybe in future versions if people like these enough Not sure what you mean by missing destroyed textures, they're the same as the default ones in stock so they act exactly like the ones in stock, the only difference is just interior for airstrip/wf, refineries and hon/bar But yeah I'm just going for a "that will do" approach for now, so if there's still some vis bugs then it'd be best to ignore it, I tried to get as many major ones as I can Here;s an example of what I mean by I can't fix every vis glitch: In LevelEdit, it looks completely fine, no vis glitches, i placed manual vis points all around here and everything to fix it: but in game, it's there, and you may think "oh the angle is different, maybe try a different angle", I tried every angle, still doesn't fix it lol EDIT: Now leveledit decided to crash, making me lose some progress, i'm going to become the joker
ArcticPrism Posted June 19, 2024 Posted June 19, 2024 LevelEdit crashing is part of the Renegade experience. That thing is so unstable lol. Here are some pictures of what I mean: https://imgur.com/a/GYGCbwR In default Renegade, you can see how the look of the power plant changes when its destroyed. There's no change for most HD exteriors besides emitters
Forithow Posted June 19, 2024 Posted June 19, 2024 1 hour ago, ArcticPrism said: LevelEdit crashing is part of the Renegade experience. That thing is so unstable lol. Here are some pictures of what I mean: https://imgur.com/a/GYGCbwR In default Renegade, you can see how the look of the power plant changes when its destroyed. There's no change for most HD exteriors besides emitters ah I see, yeah I have no clue how to do that, sadly, I don't think there's even any tutorials on that in w3dhub lol. Anyway I found way more vis glitches on glacier and fixed them, stuff around gdi refinery, gdi wf, gdi bar, and gdi pp, and lots of places around nod base as well as the stuff you shown me. Do note that theyre not on the test server yet
ArcticPrism Posted June 19, 2024 Posted June 19, 2024 (edited) Could you attach some smoke emitters or something as an alternative approach? Glacier is probably the single worst map for dealing with vis bugs lol. It's flying, it's large, the map layout is complex. I'm uploading my Field stuff at the moment. I'm arranging everything in a much more organized fashion than before. Should make it easier for you to process HON could use some blockers if possible on those little platforms that stick out on the sides. You can jump onto the side areas from the roof which will make for basically impossible to disarm beacon placements(finding it, time spent getting there, failing the jump because of lag etc). Edited June 19, 2024 by ArcticPrism
Forithow Posted June 19, 2024 Posted June 19, 2024 45 minutes ago, ArcticPrism said: Could you attach some smoke emitters or something as an alternative approach? Glacier is probably the single worst map for dealing with vis bugs lol. It's flying, it's large, the map layout is complex. I'm uploading my Field stuff at the moment. I'm arranging everything in a much more organized fashion than before. Should make it easier for you to process HON could use some blockers if possible on those little platforms that stick out on the sides. You can jump onto the side areas from the roof which will make for basically impossible to disarm beacon placements(finding it, time spent getting there, failing the jump because of lag etc). Putting extra smoke emitters requires redoing the building aggregate and I don't know how to do that (basically redoing those lights on the buildings), I think we're just gonna have to leave it as is, there's plenty of info if a building is destroyed anyway, such as the lights, smoke, cracked textures, and the K menu etc. and I don't want too much smoke on a building, it causes lag and people may get annoyed being unable to see through it, especially on a flying map I did a lot of vis hunting on field a few days ago, so I imagine I already got some of the vis issues that you'll show me We'll see how often the hon thing gets abused if it becomes too much of a problem so I'm more just tempted to leave it for now, I know people played on Snow_XL and Sand_XL where you can do it on those maps and they haven't really been abusing that at all
ArcticPrism Posted June 19, 2024 Posted June 19, 2024 (edited) Imgur page decided to crash and it completely messed up the organization and I can't edit it anymore. I made an account and I'm reuploading the images so that doesn't happen again. Edited June 20, 2024 by ArcticPrism
ArcticPrism Posted June 20, 2024 Posted June 20, 2024 (edited) Field Stuff: https://imgur.com/a/kr3j0SM BlazeDragoon and Bubba2x4 helped me with finding some of these things Map is pretty cool overall. I love the waterfall and river upgrades. I think I'll miss it being night since it's only 1 of 2 vanilla maps that are night but maybe some of the other HD maps will be night instead. The backdoor on the barracks is interesting. Maybe more ways for infantry to make plays. I don't ever see people try to wall hop at bar The wall at Nod Ref being changed to allow infantry to get behind it without going through the door is also interesting. Possibly strong since MCT + ped access. I also noticed the AGT was turned around. Should help GDI some on that map Also easier to hit HON with MRLS now with the entrance changes. Looks like Nod can hit bar from GDI bunker now in exchange. I also like the ramps that look above the base entrances. Maybe it will help with teams being stuck in their base for an hour. Hopefully the changes will reduce stalemates on the map. Edited June 20, 2024 by ArcticPrism 1
Forithow Posted June 20, 2024 Posted June 20, 2024 3 hours ago, ArcticPrism said: Field Stuff: https://imgur.com/a/kr3j0SM BlazeDragoon helped me with finding some of these things Map is pretty cool overall. I love the waterfall and river upgrades. I think I'll miss it being night since it's only 1 of 2 vanilla maps that are night but maybe some of the other HD maps will be night instead. The backdoor on the barracks is interesting. Maybe more ways for infantry to make plays. I don't ever see people try to wall hop at bar The wall at Nod Ref being changed to allow infantry to get behind it without going through the door is also interesting. Possibly strong since MCT + ped access. I also noticed the AGT was turned around. Should help GDI some on that map Also easier to hit HON with MRLS now with the entrance changes. Looks like Nod can hit bar from GDI bunker now in exchange. I also like the ramps that look above the base entrances. Maybe it will help with teams being stuck in their base for an hour. Hopefully the changes will reduce stalemates on the map. Thanks, time to squish the field vis bugs :p. Field is one of the easiest ones to do (because it's not a flying map), and I decided to add those hon blockers too. Do note that I won't be able to get all of them but I'll try and get most of them. You can tell that Westwood devs hated doing vis bugs too, like on islands for example:
ArcticPrism Posted June 20, 2024 Posted June 20, 2024 (edited) Yeah, a big part that makes finding vis bugs difficult is that some of them require you to be in very specific positions and camera angles. It's equally easy to miss and accidentally find them. Looks like the floating logo is a Westwood thing... Something I never noticed all these years until I was specifically looking for vis bugs lol Edited June 20, 2024 by ArcticPrism
Forithow Posted June 21, 2024 Posted June 21, 2024 On 6/20/2024 at 3:07 PM, ArcticPrism said: Yeah, a big part that makes finding vis bugs difficult is that some of them require you to be in very specific positions and camera angles. It's equally easy to miss and accidentally find them. Looks like the floating logo is a Westwood thing... Something I never noticed all these years until I was specifically looking for vis bugs lol Yup, as soon as you get into map making or map testing etc, or just like looking at the finer details of maps in Renegade, you definitely get to see the cracks more. It was definitely a lot harder back in 2002 to see that. Like there's a lot of things I've noticed in stock renegade, like the GDI Refinery front door is slightly off, the MCT missing for Nod Refinery because the devs misnamed their building aggegrates in their 3d model program. I just keep them because it stays with the charm of the game
Forithow Posted August 1, 2024 Posted August 1, 2024 So HD maps are getting an update and should be on the RC test server soon and on main server soon after: Globally: Proximity mines will no longer clip through ceiling completely, making it disarmable and visible AGT now has a new interior design on all maps that have an AGT. All interior lightmaps have been revised and now are much cleaner. All interior lights when they go red, due to being destroyed or power offline, are much brighter, making it easier to see. Field_HD: Fixed more VIS issues Redid lightmap so buildings aren't dark, and it's easier to see in darkness. Glacier_Flying_HD: Fixed more VIS issues Lightmap is now much brighter, still having that night time theme. Replaced medium tank beta model with the Fjord's medium tank model to suit the night time theme, as it has lights. Complex_HD: Lightmap is now brighter Redid the lightmap textures for the tunnels Redid VIS entirely Moved invisible barrier at the ramp behind Nod Airstrip, giving more room for snipers to hide behind the rock. Walls_Flying_HD: Blocked elevators for Weapons Factory and Hon, they are no longer accessible on this map. Redid VIS entirely Nothing changed with DethRiver_HD.
Forithow Posted August 2, 2024 Posted August 2, 2024 Oh btw, I can't seem to update Walls_Flying_HD anymore, some reason leveledit is completely fucked with it, so if you got the chance @ExEric3, like you did with the Islands barrels, can you add a server side script to put a dsp_Container2 on Walls_Flying_HD at: Position is X: -17.719, Y: 133.742, Z: 0.427 Rotation is: X: -90.000, Y: 180.000, Z: 0.000 This should block the elevator at the hon, so no one can enter it Am too annoyed right now to redo the level file for walls_flying_hd lol
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