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Thread: [RELEASE] 1944 Nordwind 2.0

  1. #1

    Smile [RELEASE] 1944 Nordwind 2.0

    Hello,

    I finally sorted this afternoon the Omni-Bot 0.8x waypoints, and I'm glad to release publicly the project I'm working on for almost 2 years, from my first steps in mapping to now

    1944 Nordwind 2

    The Axis are launching a surprise attack on allied forces. They are using a Jagdpanther to open the Truckyard Wall to allow an escape with the Allied gold!

    Changelog
    Code:
    -------------------------------------------------
     Further development
    -------------------------------------------------
    > First Playable 4
    	* Fixed flying stuff.
    	* The fire hurts... yes.
    	* Removed useless shaders.
    	* Cleared existing shaders.
    	* Converted few TGA to JPG.
    	* Added smoke above house fire.
    	* Added shaders for all new textures.
    	* Fixed few non-working announcements.
    	* Added Gold related events announcements (Taken/Lost/Returned/Secured).
    	* brambles_2 is no more duplicated (brambles.md3 & brambles_6.md3), edited the MD3 so it points to textures/1944_nordwind/.
    
    
    > First Playable 3
    - General
    	* Added Axis Win animation.
    	* Added various ambient sounds.
    	* Added few big bushes for gameplay.
    	* Added a new Command Map (Thanks Tardis!).
    	* Lanterns and lights are now solid, making metal sound while shot.
    	* Added some details, such as decals (Paper, bushes on walls, leakings).
    	* Added the locations file, adapted from antman's 1944 Nordwind locations file.
    	* Added Truckyard icon on the Command Map (Thanks IndyJones for the tutorial), as well as a Tank Hint on it and debris.
    
    	* Lightmaps are 512x512 now.
    	* Revised shaders quite a lot.
    	* Fuel dumps provide the fuel for poels.
    	* All buildings receive electricity from cables now.
    	* Tweaked some textures so they make better shadows.
    	* Removed the ambient lighting from Worldspawn, reworked lighting by the way.
    	* Truckyard door is again Covert-protected, and the related room totally remade.
    	* Replaced brushworked ramps by cylinders (Auto Phong Shading), and clipped them.
    	* Players can't be stuck in windows or on buildings, some Clip added on these locations.
    	* Disabled the first Allied spawn when Truck past the barrier to be sure no one spawn there, even new players joining.
    	* Tweaked the .PCX so the Foliage is better reparted on the grass texture around the road and mountains...
    	* ... But finally removed the Foliage shader and placed manually models like in original one, some to avoid spawnkill, some for quality.
    
    - Objective Narrative & Mecanisms
    	* Removed the Cracked Wall.
    	* All events have wm_announce for bots easy scripting.
    	* Reorganized the ojective narrative, based on Gold Rush objdata file.
    	* The Allied Team Door of the Truckyard turns into normal door when Tank has destroyed the Gate.
    	* Added the Warehouse Gate icon on Command Map for Allies, so they know if it is destroyed or not.
    	* Made and added VO sounds for both teams to help following the objective. Used one or two from other maps
    	  (Radar Summer VO for Tank Damaged for example), most of them are done with default VO edited with Audacity.
    	* First Truck Barrier materials will appear during 5 seconds at the underconstruction state, so if somebody is there when
    	  Tank has past it, he will notice something will happen very soon to him, and he have time to move out before the thing happens.
    
    - Tank & Truck Related Stuff
    	* Fixed Tank Build position.
    	* Added Tank turret animation.
    	* Added a second Truck Barrier.
    	* Objective 2 cameras follow the Tank.
    	* Objective 4 cameras follow the Truck.
    	* Added some trigger_hurt from Tank cannon to Truckyard Gate, and around Truckyard Gate itself.
    	* Added a Tank Barrier, barrier itself and materials can be used by both teams in a way or an other ;)
    	* Tank breaks a wooden barrier near the Warehouse Gate while turning, for realism, like walls in Gold Rush.
    	* Tank and Truck will stop often, since more splines have been added, and spline controls (+14 for Tank, +35 for Truck).
    
    - Optimization
    	* Caulked more surfaces.
    	* Reduced Tiny Portals (51/72 -> 49/70).
    	* Added some more Hint/Skip brushs.
    	* Optimized T-Junctions (Thanks ailmanki for the link, and Ifurita for the tutorial, see link at the bottom).
    	* Put a lot of Caulk structural brushes inside the mountains and hills: two times less portals, quick -VIS, more FPS.
    
    > First Playable 2
    - Fixes
    	* Sky can be seen through windows now.
    	* The ice pond is now solid, and slicks.
    	* Fixed solid and build decays on the Tank.
    	* Fixed/Added some texture and model shaders.
    	* Fixed the custom generator skin not appearing with MD3 Viewer.
    	* Fixed Warehouse Gate dynamite icon not disapearing while destroyed.
    	* Fixed Warehouse Spawn not appearing (Forgot to edit the team_WOLF_objective in the script), and the possibility to move on.
    
    - General
    	* Retextured the terrain, so the snow_dirt fits the road.
    	* Truck Barrier buildable on map start fixed, and is available earlier.
    	* Roofs makes clanky foot steps noise, some textures make gravel noise.
    	* Modified the ammo/health house near the Truck Barrier: Axis can no longer shoot from it to Allied Spawn;
    	  Moved the back entrance to the left and replaced it by a non-breakable window: Axis can see Allies but can't shoot them.
    
    - Optimization
    	* Filled buildings with some Structural Caulk brushs to reduce the amount of portals generated.
    	* Turned some objects into Detail brushes, cut with Clipper Tool many more.
    
    - Additions
    	* Added a tapir.
    	* Added foliage (Shader + Manual placement) and trees.
    	* Added some stuff around the map (Trucks, crates, ...).
    	* Added a quick access to the top of the Tank Depot for Allies (New stairs).
    	* Added the road for the Jagdpanther and Truck, using same textures as original map.
    	* Added Clip brushes under tables and other objects, and behind Tank Depot, to avoid stuckage.
    	* Added platforms and doors arount dumps for gameplay and realism (3 dumps, no access to have safety check?).
    
    - Tests
    	* Bumpmapped textures (Failed).
    	* _lightmapscale 0.125 or 0.01 on some surfaces.
    	* Added a test Hint brush in Axis Spawn, and few others.
    	* Restored the original skybox, it seems to give the map a better atmosphere, with the Wurzburg Radar shader.
    
    
    
    > First Playable 1
    - General
    	* Removed some Sky brushes in the middle of the map.
    	* Smoothed hills, made some ones climbable.
    	* Added some terrain modifications, like retexturing and new mountains.
    	* Fixed spawn flags on Command Map, and some other icons.
    	* Max players height is limited by a Clip brush to avoid trickjump.
    
    - Tank
    	* Fixed sound.
    	* Fixed animations (STill need to add turret rotation and Tank firing).
    	* Smoothed rotations.
    
    - Truck
    	* Fixed Truck running through the Truckyard Gate. It will wait for the Tank.
    	* Added smoke while damaged.
    
    - Axis Spawn
    	* Axis are no longer spawning out of the building to avoid spawnkilling.
    	* Increased interior size.
    	* Added up to 32 spawn points.
    	* Enlarged the two existing exits to let 2 players exit at once, to avoid play block
    	* Added a third exit.
    
    - Barn
    	* Increased a lot it's size, and added some lighting inside.
    	* Added an access to health and ammo cabs by a ladder.
    	* Opened the house to let players get in. It has destructible windows.
    	* Added a spawn for Allied team, available when the Truck past the Truck Barrier.
    	* Roofs are slicked.
    
    - Tank Depot
    	* The Neutral Command Post has been changed to an Allied Command Post.
    	* Increased the size of the Allied Spawn.
    	* Openings are now windowed, non-destructible.
    	* Enlarges the exit, put a double-Allied door, both doors open at once, and is Covert-Op protected.
    
    - Allied Spawn
    	* Increased a lot its size, by 3.
    	* Added some interior models and tables.
    	* Added up to 32 spawn points.
    	* Windows added, also non-breakable.
    	* Added a tree in the front, to avoid spawnkill: Allies can exit safely their spawn.
    
    - Warehouse
    	* Increased a lot the spawn area.
    	* Lighted some rooms.
    	* Opened new room, with an Axis Command Post, commanding the Warehouse Spawn for Axis.
    	* Added up to 32 spawn points.
    	* Added a Cracked Wall objective for Allies, for a quick access to Axis Command Post.
    	  Beware: Axis will have a sneaky way while opened also...
    
    - Truckyard
    	* Players no longer can trickjump Truckyard: they get hurt by barrier, and if they jump they're more injured...
    	* Improved lighting.
    	* Retextured the inside.
    	* Added RaybanB and Avoc waving grass just in thsi area for now.
    	* Gold Bars stealing will be announced correctly now.
    	* Roofs are slicked.
    	* Door is Covert-Op protected, will remove it in next version, since Truck bug is fixed.
    
    - Allied Front Bunker
    	* Made it accessible.
    	* Protected by an Allied Door only, Covert-Op protected.
    
    - Truck Barrier Materials
    	* No longer buildable on map start, Tank runs through it.
    	* Appears when Tank past it.
    	* It has now a Blue Flag.
    All credits goes to +KOMMANDO+, the maker of the 1944 Wolfenstein Enemy Territory awesome map series, even if they're all bugged the level design and the objective are various and well placed.

    Thank you to all the SD users and the friends who have helped me so far, dFx, Tardis, KeMon+, ailmanki, Rebel, and all others not quoted here but present in the text file, both included in ZIP and PK3 files

    If you spot any bug/glitch/exploit, if you're unhappy with a change or several I made, if you still find it non-equilibrated, just post feedback here, it will be very welcome!

    Download
    http://www.mediafire.com/?boobh0rimxr2q5v

    I always had troubles in the past with checksums, I know on online server there's at least 2 different versions of Axis Lab for instance, if you have any advice to avoid this issue you're also welcome. When I ran a server, putting a PK3 I made in my mod folder and uploading it on the server' FTP always made me re-download the PK3 due to bad checksum, that's why I ask so...

    Screenshots































  2. #2

    Re: [RELEASE] 1944 Nordwind 2.0

    Hi Mateos,

    good work, but some criticism. I am not a pro mapper, but there was a value i can remember from my own poor mapping days/attempts. You can set that value in worldspawn entity. I think it was 'ambient'. Raise that pls ^^ (the map is way too dark).

  3. #3

    Re: [RELEASE] 1944 Nordwind 2.0

    It was made in this goal :/ Especially for shadows. But if it is really needed... Will do. How high?

    Edit:
    For a better accuracy, can you tell me which shot you find the most problematically dark? So I can add an ambient lighting level, compile, post a screenshot so you can tell me if it's enough

  4. #4

    Re: [RELEASE] 1944 Nordwind 2.0

    Will do. How high?
    That is not up to me. I just tested and gave my first impression.

    To theory craft a little about this style. When you make it dark, and in addition have a snowy map, then the colors tend to get grey and boring. However, ET was always a colorful game and i liked it because of that style. That should not mean that i am not open for a lesser colorful map though. It may have its unique style also.

    ]e:

    Edit:
    For a better accuracy, can you tell me which shot you find the most problematically dark? So I can add an ambient lighting level, compile, post a screenshot so you can tell me if it's enough
    As example take the misc_gamemodel at the end of the tank trace. Not very well lit there... Some other places look ok though and if i think about it, some places actually have a really good lightning. Take for example screenshot 8. You should take that as a prime example to make the rest of the map. Some places though do not look ok to me even there, e.g. house way too dark, pixely shadows casted from the trees, really really dark corner at front right, some random pixel shadows at random places where you have no clue from where or what this should be, etc ...

    Screen 1 ? If you ask me this is too dark, but if i read that it is intention, then meh. Okay i guess...
    Last edited by acQu; 22nd May 2012 at 15:26.

  5. #5

    Re: [RELEASE] 1944 Nordwind 2.0

    Great map mateos, stable fps in 95% of map!!!
    Great work, really, i love the athmosphere of map

    Wel done mate!!

  6. #6
    I Am More Watcher Dushan's Avatar
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    Re: [RELEASE] 1944 Nordwind 2.0

    your map inside my OpenWolf

    OpenWolf-20120523-024209-000.jpg OpenWolf-20120523-024109-000.jpg OpenWolf-20120523-024014-000.jpg OpenWolf-20120523-023951-000.jpg OpenWolf-20120523-024231-000.jpg

    With all effects turned on.
    EDIT: Because of HDR Rendering it might look like too bright
    Last edited by Dushan; 23rd May 2012 at 01:51.

  7. #7
    I Am More Watcher Dushan's Avatar
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    Re: [RELEASE] 1944 Nordwind 2.0


  8. #8

    Re: [RELEASE] 1944 Nordwind 2.0

    Quote Originally Posted by Dushan View Post
    your map inside my OpenWolf

    OpenWolf-20120523-024209-000.jpg OpenWolf-20120523-024109-000.jpg OpenWolf-20120523-024014-000.jpg OpenWolf-20120523-023951-000.jpg OpenWolf-20120523-024231-000.jpg

    With all effects turned on.
    EDIT: Because of HDR Rendering it might look like too bright
    Why would you have HDR Rendering on a Map with Lightmaps, the maps Lighting would need to be completely redesigned in Darkradiant to take advantage of HDR. ETxreal engine makes Vanilla Maps look ugly.

    I just played this map and looks fanastic and well done.
    Last edited by Gir; 23rd May 2012 at 03:50.

  9. #9
    I Am More Watcher Dushan's Avatar
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    Re: [RELEASE] 1944 Nordwind 2.0

    Quote Originally Posted by Gir View Post
    Why would you have HDR Rendering on a Map with Lightmaps.
    Not your concern.

    EDIT: That feature is optional, you can always turn it off if you don't like it. There is only vanilla map with what I have problem - "Goldrush".
    Last edited by Dushan; 23rd May 2012 at 09:13.

  10. #10

    Re: [RELEASE] 1944 Nordwind 2.0

    Quote Originally Posted by zbzero View Post
    Great map mateos, stable fps in 95% of map!!!
    Great work, really, i love the athmosphere of map

    Wel done mate!!
    Thank you very much! I'm interested by the 5%¨, would like it to be perfectly played anywhere, but I already know the area between frozen water and house near first Axis spawn has bad FPS if you look in Tank Depot direction; I tried to reduce as much as possible the related leaf node, and optimize the map in this direction, but I guess I can do even more; If you have other(s) location(s), just tell me

    Quote Originally Posted by acQu View Post
    As example take the misc_gamemodel at the end of the tank trace. Not very well lit there... Some other places look ok though and if i think about it, some places actually have a really good lightning. Take for example screenshot 8. You should take that as a prime example to make the rest of the map. Some places though do not look ok to me even there, e.g. house way too dark, pixely shadows casted from the trees, really really dark corner at front right, some random pixel shadows at random places where you have no clue from where or what this should be, etc ...

    Screen 1 ? If you ask me this is too dark, but if i read that it is intention, then meh. Okay i guess...
    Do you mean between the Hut and the house near the First Truck Barrier, or the whole place? It is lighten only buy the moon, and shadows are from bushes and buildings; But I can add lanterns on electric pillars.

    All the little lanterns you can see around the map has been added to reduce black corner effects, and I just let the Warehouse very dark with the water sound (if you noticed it), I think for a cave with some wine barrels it could fit :/ That's an other reason I had an ambient value at FP2, and you have here the "FP5" (FP4 was the public test on my clan servers): have more clear and neat shadows, they were just grey and not neat enough. I would like less black corners but same shadowing, and usually the ambient arg fix the first issue but kills the second :/

    About the trees shadows, the road texture shader is made to have something less fuzziness, and after all it's ET... I tried to get a better shadowing but the compile takes too much time for a result just a little better :/ May I go backward to an untweaked shadowing of trees?

    @Dushan I think HDR on white surfaces, especially snow textures, just need tweaking to avoid a "too bright" feeling, but looks a bit better than ETXReaL. The interiors looks good! I like the lighting of the Tank Depot spawn!

  11. #11

    Re: [RELEASE] 1944 Nordwind 2.0

    Quote Originally Posted by Mateos View Post
    About the trees shadows, the road texture shader is made to have something less fuzziness, and after all it's ET... I tried to get a better shadowing but the compile takes too much time for a result just a little better :/ May I go backward to an untweaked shadowing of trees?
    It is hard to tell. On some places you got really nice effect of shadows, but on some other places it looks pixely and not so well. Some places for example have this huge shadow blobs, which seem not to have any cause or source of lightning. They are just there :/

    About the ambient value. If i think about it, maybe this is not so good idea. Was just a first thought of me. AFAIK this would only make the shadows lighter a bit, right ? Maybe you can add a light entity above all these critical places (shadow blob places ) with color values of skybox to "erase" these out of some sort. Could be an approach i guess.

  12. #12

  13. #13

    Re: [RELEASE] 1944 Nordwind 2.0

    Quote Originally Posted by Dushan View Post
    There is only vanilla map with what I have problem - "Goldrush".
    I converted a load of ET Shaders into Doom 3 Material format which might help.
    Last edited by Gir; 24th May 2012 at 18:45.

  14. #14

    Re: [RELEASE] 1944 Nordwind 2.0

    Quote Originally Posted by acQu View Post
    pixely shadows casted from the trees,
    Isn't that just the limitation of the Engine

  15. #15

    Re: [RELEASE] 1944 Nordwind 2.0

    Quote Originally Posted by Gir View Post
    Isn't that just the limitation of the Engine
    It is probably limitation of the compiler (who compiles lightmaps) and the engine. Maybe by configuring the compiler via mapsettings he can achieve better results. There was once an option i can remember, to make shadows more detailed. But compile time increases alot then.

  16. #16

    Re: [RELEASE] 1944 Nordwind 2.0

    lightmapscale, bounce, _deviance, _samples, filterradius... There's a lot of switches for the light stage for shadowing, these are for alpha shadowing.

    If I have time I will play around with these on a tiny test map with just the Gold Rush skybox, a tree and a texture with tweaked shader.

  17. #17

    Re: [RELEASE] 1944 Nordwind 2.0

    Quote Originally Posted by zbzero View Post
    Great map mateos, stable fps in 95% of map!!!
    Great work, really, i love the athmosphere of map

    Wel done mate!!
    I Get 100% FPS - - I think windows and billboards should be brakeable and more light as I find it a bit dark - I have my gamma on 3.00

    that is the only downs I have - the map is very well done well done mate

  18. #18

    Re: [RELEASE] 1944 Nordwind 2.0

    Windows are made unbreakable to avoid SK and camping; They're only there to let Allies/Axis see where's the enemy when spawning, to avoid getting killed when exiting.

    Will try to improve lighting :/

    Thanks for feedback!

  19. #19

    Re: [RELEASE] 1944 Nordwind 2.0

    It's a piece of art! Looks good and sounds good! I don't see what the problem is with the lightning, it seems perfect to me.

    The tank/truck goes black when driving though the ends of the "tunnel."

    Athmospheric sound cuts off if you walk too close to the escape grate.

    Alternativ download link v. 2.0. Go to page, hit Ctrl+S
    Last edited by Runeforce; 14th Nov 2012 at 16:13. Reason: added link
    "Your bræking me hard!"

  20. #20

    Re: [RELEASE] 1944 Nordwind 2.0

    Thanks for reporting, will add a sound node and see what's wrong with the misc_gamemodel's

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