Re: Dinora
Posted: Fri 14. Dec 2018, 20:04
Shots fired!
With the following clarifications included, yes, that's pretty much the TODO laundry list from my points.EmanReleipS wrote:[...]Would you agree that this is an accurate summary of your ideas?[...]
Single jump from wooden piers to new primaries' ships would probably be a stretch, liable to send people flying the wrong way at the slightest input mid-flight, so multiple hops/jumpads along the way using a few more rocky reefs seems the better way to implement it. The ship primaries' JP that would send people halfway back to beach primary could possibly be atop the aft section, dependent on playtesting.EmanReleipS wrote:[...]- jumppads from decks to ships and from ships to beach (halfway to beach nodes)[...]
...That would be slightly "zoomed in" compared to older so that node graph can correspond to bigger area within radar window.EmanReleipS wrote:[...]- new radar image[...]
Move the wooden barricades towards the beach, maybe also rotated/moved slightly to face center node's proximal platforms. Playtest to ensure sniping the nodes' discs from there is blocked. Also, sink in (about half-way down?) those nodes' rocky/brick platforms into the ground to facilitate moving/dodging around them. Playtest to confirm it's better. Bender-blocking BVs nearby (Dinora-32p) could also be re-examined.EmanReleipS wrote:[...]- move static mesh cover at right flank (cliff) primaries back so there is more dueling space[...]
Correct.EmanReleipS wrote:[...]- badgers instead of benders at cliff primaries?[...]
SPMA, raptor and maybe one EONS Scorp. Weigh value of alternatives & playtest to judge.EmanReleipS wrote:[...]- SPMA and raptor at center node instead of 2 scorps[...]
Suspended over the midsection's opposite side to avoid spawned vecs receiving shots from various directions below.EmanReleipS wrote:[...]+1 cicada at the cores, potentially in front of the chapel or on top of wooden deck suspended over cliff side (like at center node)[...]
Yup. Two per node would make sense.EmanReleipS wrote:[...]- add health pickups (esp near the center node)[...]
LGs at elevated objectives (cores and center node), CSRs at all other lockers.EmanReleipS wrote:[...]- LG at all nodes
- Sniper Rifles near sneaky paths[...]
And the tilted ones embedded in the bases' roofs, too.EmanReleipS wrote:[...]- remove the blocking volumes in front of chapel windows at cores[...]
Now leaning towards the less thematically vandalizing method of just making 'em collision-less.EmanReleipS wrote:[...]- remove crosses from top of chapels at cores[...]
Just one jumppad per inter-objective rocky path (so four across the map), placed on terrain right under/below that rocky path's midsection and leading up to it.EmanReleipS wrote:[...]- jumppads from shoreline to mid-point of path from core to primaries[...]
Don't recall if these fires have a dark smoke emitter component, but it's the one that'd be delivering the gameplay value here as a rising plume. Risk here is impacting performance with the bigger emitters, but no need to reinvent the wheel as I'd done some research on that long ago (to fix my 2nd-Raceway-DW-SP1 first, shitty attempt) and I can provide a more frugal one to you, see if that works.EmanReleipS wrote:[...]- enlarge fires and their emitters for greater cover[...]
Specialty requirement here: would need GLoups or someone else skilled at Blender/zModeler/etc. to do this though (Omnis' Binger?). The problem is that the two StaticMesh'HourDinora.terrein' instances are massive and almost always rendered because they include cores' and central node's cliffs & land too (had forgotten that). Performance gains could be achieved if this asset could be turned into 6-7 different vertical strips placed side by side, but it would be hard work to iterate so no seams or lighting disparities would result when placed in the map.EmanReleipS wrote:[...]- break cliff face up into several meshes[...]
Moving lights would require light rebuilds and rechecking for any visual glitches. Easier mode: open original Dinora, select all placed st.meshes that match the lamp post asset, copy n' paste into text editor. Open 32p edit, spot the misplaced ones, F4 and input its correct location value from text one by one. Probably won't even need a geometry rebuild since they're collision-less and light-unaffecting.EmanReleipS wrote:[...]- move light sources on top of their corresponding lamps[...]
Just keep a book st.mesh in the map somewhere to preserve the asset.EmanReleipS wrote:[...]- replace burning books with wooden logs and delete random books[...]
Tried removing the specularity layer/mask of the st.mesh's Material[0] final shader, didn't seem to make much difference (was a pretty quick test though). Totally skippable list item, just a pet peeve, if I'm honest.EmanReleipS wrote:[...]- do something about metallic look of cliff side mesh[...]
Could work, but tanks spawn and drive nearby, so it could also impede their usability if there's jaggies or too steep inclines. Only way to be sure is to make changes and playtest along the way; you can also use Battlefront's central area as a guide. Would leave this for near the end of the edit, personally, once you're sure n' confident about the batch of other changes.EmanReleipS wrote:[...]I have two more ideas would like to hear what you think:
- make terrain at the beach more uneven (dunes) to aid pedestrians against vehicles[...]
Ideally, you'd like to preserve the "sea with some rocky reefs" - as opposed to "rocky reefs with some sea" - concept, but, as ever, playability/gameplay is king. If you think there's some gain for most applicable playstyles around that area to do so, edit accordingly and playtest to see if your theory holds. Only way to know.EmanReleipS wrote:[...]- add (more) rocks between the two new ship nodes and a network of jumppads/wooden planks so that players can rock-hop between the two nodes without going back to the beach (and add some rocks near the ship nodes to indicate why the ships sank)
If someone edits it.lichReen wrote:So is this map going to be added with these edits?
Similar things hereEmanReleipS wrote:If someone edits it.... heading to my parents' house for Christmas (so no desktop PC).
Hourences is still active : https://twitter.com/Hourences, in the meanwhile given the size of the work to be done i do not really see any difference from doing it from the original map.EmanReleipS wrote:
Edit: Saw in the notes on that map that everyone who wants to make changes needs written permission, only that I don't know if Hourences or Piglet wrote that. I will try to contact both.
While it's relatively easy to break the meshes and re-import the pieces to the nearest pixel where they should be in a normal case, there is a major difficulty here which could turn into a big challenge: recreate and repainting by hand the texture blending for the models before re-exporting them as Umodel does not seem to be able to export the vertex colors with the mesh, having never done this before, the process will consist in learning Hourence's technique on his website, then to spice things up, blending three textures as the model already have two material (see "Blending three or more textures" at the end of tutorial).Pegasus wrote:[...]-Performance gains could be achieved if this asset could be turned into 6-7 different vertical strips placed side by side, but it would be hard work to iterate so no seams or lighting disparities would result when placed in the map.EmanReleipS wrote:[...]- break cliff face up into several meshes[...]
Can't really offer an opinion in terms of balancing before knowing specifically where you'd place it and what angles it would(n't) cover.EmanReleipS wrote:What do you think about adding a turret on the chapel's side (one per base), Peg?[...]
Competently "reskinning" a map with a well executed theme and hoping to achieve something equally good with the new one is a complex, involved and time-consuming feat with few practical gains beyond getting some good exercise in terrain and st.mesh retexturing (the minimum bar to clear before considering other appropriate assets for your new skin that might also need adding). Only way to get some experience there, of course, would be through trying, but it's not something I'd recommend take place within the scope and during the process of a Dinora gameplay overhaul edit; maybe after all the other changes have been put into place and playtesting is underway parallel to the reskin.EmanReleipS wrote:[...]Also...what about adding snow?That would make the entire scenario of being stranded somewhere even worse, wouldn't it?[...]
EmanReleipS wrote:[...]Edit: Saw in the notes on that map that everyone who wants to make changes needs written permission, only that I don't know if Hourences or Piglet wrote that. I will try to contact both.
Hourences wrote that message, but given that we're talking about a prospective non-profit remix and use of another remix of a work that (both) has/have been circulated across servers over the past 12-13 years without explicit consent, what Hourences stipulates "need" to happen within that scope nowadays might be a stretch, as well as a slippery slope policy-wise; try doing that for all maps on the server's roster, see how many become effectively locked.GLoups! wrote:[...]Hourences is still active : https://twitter.com/Hourences, in the meanwhile given the size of the work to be done i do not really see any difference from doing it from the original map.[...]
Huh, another complication there; and you're right about that, of course. To get back to the core of this idea though, the goal of such a hypothetical vertical strips segmentation of the cliff edge st.mesh would be to get some meaningful performance improvement out of it. That's something we could test the st.mesh strips for, even if the tex-blended Materials would look like shit, just to make sure the theory holds water (and lights behave reasonably along the seams, too), because if not, there'd be no point wasting time trying to make the strips' materials look as good as the whole thing's. Either way, I've never been in the habit of prescribing others devote their free time to do things I couldn't do myself, so since I believe you're the only one here with enough acquired experience to consider attempting this, it's completely your call if you wanna try your hand at it or not.GLoups! wrote:[...]While it's relatively easy to break the meshes and re-import the pieces to the nearest pixel where they should be in a normal case, there is a major difficulty here which could turn into a big challenge: recreate and repainting by hand the texture blending for the models before re-exporting them as Umodel does not seem to be able to export the vertex colors with the mesh, having never done this before, the process will consist in learning Hourence's technique on his website, then to spice things up, blending three textures as the model already have two material (see "Blending three or more textures" at the end of tutorial).
Painting successfully completed, in fact i was afraid but it was a lot easier than i thought at the first place, it was necessary to repaint the model before cutting it in 6 parts, i took the opportunity to leave a little more grass next to the bases and adding this great tool that is the CullDistance volume, there's a little clipping right now in the fog, it can be adjust directly in the volume because i set the distance just after the fog without considering the size of the models but you can already tell me if you feel a difference, it seems that there are fews fps more, it works well in rmode1 and the seams are very discrete.Pegasus wrote:[...]Huh, another complication there; and you're right about that, of course. To get back to the core of this idea though, the goal of such a hypothetical vertical strips segmentation of the cliff edge st.mesh would be to get some meaningful performance improvement out of it. That's something we could test the st.mesh strips for, even if the tex-blended Materials would look like shit, just to make sure the theory holds water (and lights behave reasonably along the seams, too), because if not, there'd be no point wasting time trying to make the strips' materials look as good as the whole thing's. Either way, I've never been in the habit of prescribing others devote their free time to do things I couldn't do myself, so since I believe you're the only one here with enough acquired experience to consider attempting this, it's completely your call if you wanna try your hand at it or not.[...]