We played tonight HD's map Return To Helms. Some suggestions:
- to low FPS, optimisation needed (cut visibility...)
- flying objects like trees, boxes...
- no sounds, map is too quiet. So add ambient sound and some events
- white textures, for example knives in FPV and 3PV
- First, add (HotDog) a Discovery mode to the map. It will help a lot to find the bugs without to be disturbed by the bots...
KostiCZ wrote:
- to low FPS, optimisation needed (cut visibility...)
- Reduce the scene view distance a little more and add a "fake fog" to your sky textures. That fog should fill completely at least the middle of the texture (100% covered) and then the "fading part" till the sky (visible). This will "delete" the bottom of the texture, with the "dark part" (sky textures from the bridge map, no?) and so, the scene fog will "mix" the sky fog smoothly...
I would also change the "sky box" with another .BES (use the one that will show mirorred textures).
- Also, clip all the objects inside the temple (I should write a "How to" in the future about this).
More informations can be read here.
- flying objects like trees, boxes...
- No other solution than to check each object, one by one...
- no sounds, map is too quiet. So add ambient sound and some events
- Indeed, an ambient sound is essential (minimum).
A complete "how to add an ambient sound" can be find here, and because we have a temple, don't forget to add sound switch(es) too!
- white textures, for example knives in FPV and 3PV
- It's always difficult to find the reasons why a texture becomes "white", even more if it's for the knife (an original texture)... My guess is that the texture has been edited (with blood on it?) and is missing (or the .BES object to replace it).
- I would decrease the general lighting of the map (just decrease the numbers in the world sector settings).
- I would also add lightmaps to your terrain and the temple. If both have been build "correctly", it should add a lot the map immersion. Otherwise, you will have an error message (3 points in a line) and it won't be possible to calculate those lightmaps without to have corrected the bug(s) before in Max...
- Once the lightmaps have been made, don't forget to calculate the "shadows" either...
- Apparently, the bots have no waypoints (or not set correctly). It's another subject that I will try to talk about in the future...
It's all for the moment (and already a lot to do! lol)...
Courage and good work!
They were running,but only those inside the castle,forest one just stood still.Better than the last time when they didn't move from their places.
My opinion - more gooks in the forest in V2
About waypoints - did you use original waypoints from helms deep v3? there were waypoints edited correctly, at least front of temple and inside temple.
no added all my own WP..no short cuts..it odd how sometimes the vc's respond and move around and other times they do not
I already started to write a "how to" about the bots and I advise you to work on the "graphics" before... Maybe you will find the answers to your questions (about the bots) once I will have finished...