cs_harvest

cs_harvest

Re: cs_harvest Posted by Natus on Thu Apr 7th 2005 at 8:00pm
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Posted 2005-04-07 8:00pm
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Well, im not playing cs...at all, but the fps doesnt look too good, and since its a very open map you cant have any vis blocking, so try emoving some stuff and add some kind of house or...barn, then make some occlouders and areaportals
Re: cs_harvest Posted by R_Yell on Thu Apr 7th 2005 at 8:22pm
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Thx for the input, but don't look to framerates. There was some apps in background :D

FPS will be very solid in this map, visibility is controlled with env_fog, only a 30-40% of terrain is rendered (but fog limit is hardly noticeable while playing, not in some of those shots). Only sprites will take some serious resources, to see vegetation like this you must specify cl_detaildist up to 4000. People with low systems won't see any sprite (except corn plants, those are env_sprites) and his framerates will be very good. My aim is to do a good landscape, but will be playable by everyone.
Re: cs_harvest Posted by satchmo on Thu Apr 7th 2005 at 8:35pm
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Fascinating idea. I love your creativity, but the displacement surfaces in the first screenshot look unnatural (they appear to be some sort of alien humpbacks or something).

This small flaw stands out because the rest of the map is so well done and realistic.
Re: cs_harvest Posted by R_Yell on Thu Apr 7th 2005 at 9:01pm
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Yes those cliffs don't look good, or at least not all they can. Are made directly with a height map from photoshop, thats the reason they are all rounded. They'll be improved, and I have plans to add a second texture there, and some other things.
Re: cs_harvest Posted by habboi on Sat Apr 9th 2005 at 5:59pm
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I like the grass!

Make a barn and I will love you.
Re: cs_harvest Posted by R_Yell on Sat Apr 9th 2005 at 10:11pm
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Yes, the rescue zone will be into the barn.
  • 2 pics were updated *
Re: cs_harvest Posted by habboi on Sun Apr 10th 2005 at 1:46pm
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Excellent!
Re: cs_harvest Posted by R_Yell on Fri Apr 15th 2005 at 4:21pm
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Posted 2005-04-15 4:21pm
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Hi, this is a general map overview:

http://usuarios.lycos.es/gpumania/downloads/cs_harvest0077.jpg

[url]http://usuarios.lycos.es/gpumania/downloads/cs_harvest0078.jpg

http://usuarios.lycos.es/gpumania/downloads/cs_harvest0079.jpg

http://usuarios.lycos.es/gpumania/downloads/cs_harvest0080.jpg

http://usuarios.lycos.es/gpumania/downloads/cs_harvest0081.jpg

http://usuarios.lycos.es/gpumania/downloads/cs_harvest0082.jpg

http://usuarios.lycos.es/gpumania/downloads/cs_harvest0083.jpg

http://usuarios.lycos.es/gpumania/downloads/cs_harvest0084.jpg

http://usuarios.lycos.es/gpumania/downloads/cs_harvest0085.jpg

http://usuarios.lycos.es/gpumania/downloads/cs_harvest0086.jpg

http://usuarios.lycos.es/gpumania/downloads/cs_harvest0087.jpg

http://usuarios.lycos.es/gpumania/downloads/cs_harvest0088.jpg[/url]

There are 4 main zones: the barn, the corn field, the harvested field and the house (and sorrounding area).

Objetive: hostages are in the farm's house, CTs must take them to the barn.

About performance, it depends on cl_detaildist settings (sprites LOD).
By default -1600- almost all zones are over 60 FPS (without other
players or bots). 3000-4000 is recomended for high end processors.My
system is an athlon 2800+ (barton core) with 1GB ddr400 and
geforce 6800 gt.

It will be out soon, just remain small details (adding more realism to
rocks, finish interiors, adding some cover where needed, etc.)
Re: cs_harvest Posted by Ferret on Fri Apr 15th 2005 at 4:49pm
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terrain is very uninspired, flat, until you get to random rocks in the
ground. Nothing like a real world would look like. You need blending
layers on the ground in more random areas to break up the repetition.
Your decorations layer with shrubery needs more variation. Corn stalks
could also use some repeptition but since they're harvested that way
you can get away with that. The house looks pretty good. Good idea for
the hay barrels things but maybe awkward placement as they wouldn't
raendmoly be infront of thehouse haphhazardly like that. Nice job keep
it coming.
Re: cs_harvest Posted by R_Yell on Fri Apr 15th 2005 at 5:03pm
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I agree, when the main things will be finished I'll concentrate on final look. More work is needed with displacement tool.
Re: cs_harvest Posted by RA7 on Mon Apr 18th 2005 at 9:35am
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I like the setting, but it's true that the terrian is a bit empty.
Re: cs_harvest Posted by SpiKeRs on Mon Apr 18th 2005 at 12:56pm
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Really like the look of this, gj, only crit wud be that certain areas look little flat
Re: cs_harvest Posted by The_6th_monkey on Tue Apr 19th 2005 at 10:43am
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looks very cool can't wait to play this :smile:
Re: cs_harvest Posted by Orpheus on Tue Apr 19th 2005 at 11:00am
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<DIV class=quote>
<DIV class=quotetitle>? quoting Ferret</DIV>
<DIV class=quotetext>terrain is very uninspired, flat, until you get to random rocks in the ground. Nothing like a real world would look like. </DIV></DIV>

Don't get out much do you master ferret :lol:

Farmers spend their entire lives getting rocks out of those annoying random places.

Forgetting terrain for the moment, (which i think is perfectly adequate for this map) you need some more fundamental items.

fences to keep animals away from crops.
water troughs..
grain silo's.
smaller stock pens, for say pigs and chickens..
refuse piles..
broken trucks and tractors..
farm fuel tanks..
ponds..

put some of these in and post some new screens.
Re: cs_harvest Posted by R_Yell on Tue Apr 19th 2005 at 3:19pm
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Posted 2005-04-19 3:19pm
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Thx orpheus for your suggestions:

fences to keep animals away from crops -> included, I think they appear in some shots, but not in final position

water troughs.. -> will be near windmill

grain silo's -> I'm making one in XSI, I plan to put 2 or 3

smaller stock pens, for say pigs and chickens -> will not be an animals farm :wink:

refuse piles -> could be added, but I'm thinking in fertilizer bags like cover. I'll try to model that

broken trucks and tractors -> someone offered me help to model, if I
can get one of those vehicles will be nice (edit: I was thinking in the
tractor, but there is a broken truck, with the green skin)

farm fuel tanks -> there is one

ponds -> there is one
Re: cs_harvest Posted by habboi on Tue Apr 19th 2005 at 3:42pm
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Yeah I noticed the pond, fuel tanks in the older pictures.
When I first saw this I exploded with joy and now it has buildings I love you :razz:

Uhh just finish it soon and I will do anything ANYTHING!
Re: cs_harvest Posted by R_Yell on Tue Apr 19th 2005 at 4:01pm
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Yeah I noticed the pond, fuel tanks in the older pictures.
When I first saw this I exploded with joy and now it has buildings I love you :razz:
Uhh just finish it soon and I will do anything ANYTHING!
he he I 'll try to finish soon, but don't want to rush. When all be where it should, the map will be released.
Re: cs_harvest Posted by Joss on Wed Apr 20th 2005 at 1:42am
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Hey R_Yell, how does the pic with all the clumps of grass (pic 0055) process? Framerate-wise(?)

Just wanted to get an idea of how the engine handles more of a tighter grass count.
Re: cs_harvest Posted by R_Yell on Wed Apr 20th 2005 at 8:49am
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Hey R_Yell, how does the pic with all the clumps of grass (pic 0055) process? Framerate-wise(?)

Just wanted to get an idea of how the engine handles more of a tighter grass count.
grass taxes CPU a lot, is not usable in big quantities except in non
combat zones like that (it's a spawn point). I did some research here:

http://www.gpumania.com/foro/viewtopic.php?t=3012

Only top end athlon64 system can get 60+ FPS in that zone when the
cl_detaildist (controls vegetation LOD) is set to 5000. But take in
consideration that default cl_detaildist is only 1600 units, that's the
reason I'm using detail sprites everywhere, every system can handle
differently.
Re: cs_harvest Posted by Joss on Wed Apr 20th 2005 at 11:52pm
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Hmm. That's too bad; I thought it would handle it like the
CryEngine, using a base model and then use clones of that to process an
entire field of vegetation.

Oh well.
Re: cs_harvest Posted by R_Yell on Thu Apr 21st 2005 at 3:08pm
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well, I think this is the same process, but far cry uses something
called geometry instancing to clone those sprites in the video card
(without CPU intervention), I hope Valve implements it in a near future.
Re: cs_harvest Posted by Dark|Killer on Thu Apr 21st 2005 at 3:12pm
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Did you insert each plant |one by one| into the map ?! O.o
Re: cs_harvest Posted by omegaslayer on Thu Apr 21st 2005 at 3:37pm
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IMO the map looks good right now. What I like is your using custom models. Im just worried about cover (gameplay). To me this is a sniper map (which is fine). But it looks to me like a Terrorist could buy an AWP or scout (camp in the barn) and reign head shot after head shot on the CTs. Maybe provide more vegitation for a ct to sneak up on the barn, or a network of hills/trenches that the CT can hide in.
Re: cs_harvest Posted by R_Yell on Fri Apr 22nd 2005 at 9:24am
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Did you insert each plant |one by one| into the map ?! O.o
Oh no :biggrin: I used custom detail vegetation definitions applied to custom
blended materials. In the case of corn plants they are "planted" by
hand (copy special in fact) because those are not detail veg.
Im just worried about cover (gameplay). To me this is a sniper map (which is fine).
Yes, I aware of this, don't want to make a sniper map. But the gameplay
is different what you think, the barn is the rescue zone and CTs had
the adventage to control it (they get there soon than Ts). Ts must
defend the house, there are 3 ways to go there. Center route is where
barn is placed. The other 2 routes are sorrounding. I'm planning to
make 3 different aproachs, the first route will be "awp like", the
center route will have some mix shorter/mid distances, and the last one
(the corn field and such) will be a "pistol/short guns"
route.
Re: cs_harvest Posted by G4MER on Mon Apr 25th 2005 at 10:13pm
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I like it, it looks very nice. Now the problems..

This map would be an AWP fest. Its way to open for a CS:S map.

Most CS:S players would not play this map. :confused:
Re: cs_harvest Posted by Addicted to Morphine on Mon Apr 25th 2005 at 10:42pm
Posted 2005-04-25 10:42pm
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I haven't played your map but if you somehow added a route to the
hostages that caters specifically to close quarter combat then this
could balance out the openness. If the only way to the hostages
is easily covered by a sniper with an AWM, then this map might not be
too fun. But then again, I feel like de_aztec caters to snipers
and it is insanely popular.
Re: cs_harvest Posted by Cassius on Mon Apr 25th 2005 at 11:09pm
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I second most of the comments put forth in this thread, but man, I have to say, I love the general theme/look of this one. It's so serene.

Maybe I'm just a sucker for terrain maps.
Re: cs_harvest Posted by G.Ballblue on Mon Apr 25th 2005 at 11:22pm
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This might be the most ominous map I think I've ver seen :shocked:
Re: cs_harvest Posted by Addicted to Morphine on Tue Apr 26th 2005 at 2:49am
Posted 2005-04-26 2:49am
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This might be the most ominous map I think I've ver seen :shocked:
Ominous? I'm going to go with cassius. This map is really
serene. It almost makes me want to be a cow so I can graze
around...
Re: cs_harvest Posted by habboi on Tue Apr 26th 2005 at 5:02pm
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A cow you say... :wink:
Truly excellent now make it better using the replies above.
Oh and Cassius maybe you will like my old terrain maps :wink:
Re: cs_harvest Posted by R_Yell on Tue Apr 26th 2005 at 6:30pm
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The map is not finished, but I think I can do some open betatest. Time to be a cow or what you want :biggrin: :

http://usuarios.lycos.es/gpumania/

there is a hotlink protection, if gives some kind of error retry and download it.

this is only for betatesting purposes, not redistribute or I'll have to kill you

I want to polish it, and probably add some cover where needed, but
remenber: there are 3 big zones with different tactics and playing
style. It can be played with pistols also (not the s**ty terrorist
one). Enjoy and tell me all you think about it.

Some errors: a volume in soundscape fails (too high), hostages are exctremely assholes, need to edit the nav to avoid it.
Re: cs_harvest Posted by R_Yell on Wed Apr 27th 2005 at 9:59am
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anybody tried?
Re: cs_harvest Posted by Leperous on Wed Apr 27th 2005 at 11:01am
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Huh, Tripod just continue to get more annoying by blocking the link for several seconds :mad:
Re: cs_harvest Posted by R_Yell on Wed Apr 27th 2005 at 11:50am
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I haven't any problem downloading it, don't know what problem could be.
Probably it's related to hot linking and referrals, those protections
don't work when a referral blocking is on (like some firewalls has)
Re: cs_harvest Posted by The_6th_monkey on Sat Apr 30th 2005 at 12:18am
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Hey for all you guys who can't download right click the link and save target as :biggrin:

Anyhow I tried the map with 9 bots and me..... and I really gotta say the fps was bad in some areas where combat happens often... oh also I found it incredibly unlikely people will be able to rescue the hostages since they are unable to navigate outside the room in the house to easily... luckily I was playing against bots so managed to get a victory out of it cause I knew where they'd all be camping lol :smile:

Anyhow I can tell it would be pretty cool if neatened up a little bit more, u also need to add a skybox lol and some how sort the terrible fps...
Re: cs_harvest Posted by R_Yell on Sat Apr 30th 2005 at 9:24am
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Thx for your repor<span style="text-decoration: underline;"></span>t 6th monkey :biggrin:

The problem related to hostages going out the house is resolved, there
wasn't a proper connection in the navigation mesh. And I think they
could be splited in 2 groups, one in first floor and other in second,
just to make it easy for CTs.

FPSs are good enough playing without bots, but with them... I think
bots waste more resources with this kind of terrain, the navigation
mesh is 10MB size (very huge and complex). If somebody wants to play
with bots I say sorry, put a number your CPU can manage.

About the 3dskybox, it will not add better FPSs :wink: , and there is a
problem related to fog distance, it felt very strange when I tried to
add. Need to make more experiments.
Re: cs_harvest Posted by The_6th_monkey on Sat Apr 30th 2005 at 4:39pm
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the 3dskybox idea was to make it look better cause it looks weird stopping the way it does at the moment :razz:

Oh and another thing I forgot to say was, that (almost certainly
because of my graphics card) the little pont looked like a big white
blob lol and not water until I got up close to it :smile:

So in nrmal play it looked weird lol
Re: cs_harvest Posted by SuperCobra on Sat Apr 30th 2005 at 5:15pm
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Hmmm I havnt noticed any lag on this map on my machine I was at 60+ fps throughout the whole level.

P4 2.4ghz (northwood)

512mb 800mhz ram

SB Audigy 2 zs

Saphire 9800 PRO 128mb
Re: cs_harvest Posted by R_Yell on Sat Apr 30th 2005 at 6:25pm
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the 3dskybox idea was to make it look better cause it looks weird stopping the way it does at the moment
I know, but I'll try to show you that 3dskybox could look very weird
(or unrealistic) also because fog settings and draw distance used in
this map. Related to this, I changed fog color a bit and now looks
better.

About water, I think it's because sun reflection, I'll try with another kind water but may be will happen the same.
Hmmm I havnt noticed any lag on this map on my machine I was at 60+ fps throughout the whole level.
without bots that's my performance too, try to add cl_detaildist 4000 if you want better visuals.
Re: cs_harvest Posted by R_Yell on Thu May 5th 2005 at 6:04pm
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It could be released next week, I think. I 'm fixing details, hate that part :sad: , but main work it's almost done.

I did some work with rock displacements. Added some overlays (second rock type and moss)

Normalmapped logo

Water highlight was fixed, but I had to choose a very cheap one because performance.

And I have a important question. Could be illegal adding this model?:

User posted image

http://www.deespona.com/3denciclopedia/models/harvest.html
Re: cs_harvest Posted by Orpheus on Thu May 5th 2005 at 6:33pm
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Orpheus said:
<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>The screens are larger than the map :razz:

Read this

Then this
</div></div>

I genuinely appreciate the thumbs, but you still need to work on your file sizes.

<100k is always preferable.. 150k is absolute upper limit..

screen content looks very nice.
Re: cs_harvest Posted by Addicted to Morphine on Thu May 5th 2005 at 6:36pm
Posted 2005-05-05 6:36pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
This map is really looking phenomenal. The shot of the cliffs
especially caught my attention. I look forward to seeing how the
map plays.
Re: cs_harvest Posted by R_Yell on Thu May 5th 2005 at 7:43pm
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Sorry for the pics, I'll delete them because now can't fix.

About tactical gameplay, see this satellite pic XD

User posted image

I pointed the main routes. There a basic rule, you can choose from 2
paths all the way to objetive. Encounter areas are marked in yellow
(aproximate). It's simple but works very well in my test.
Re: cs_harvest Posted by Leperous on Thu May 5th 2005 at 7:47pm
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If you've paid to use that model, yes (I assume you need to buy it, judging from the site? And dear me, there's a worrying number of fully skinned naked female models there, some people need lives :lol: )
Re: cs_harvest Posted by DrGlass on Thu May 5th 2005 at 9:42pm
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If you've paid to use that model, yes (I assume you need to buy
it, judging from the site? And dear me, there's a worrying number of
fully skinned naked female models there, some people need lives :lol: )
I only found one nude model, the rest of the stuff was really nice looking. Lep what are you talking about?
Re: cs_harvest Posted by R_Yell on Fri May 6th 2005 at 5:47pm
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I created the .nav for the final version and this could be a problem:
12MB size! Load times are too high and bots performance it's not quite
good. May be it should be handmade (simplified). Luck I know how to
made it, at leats I hope :biggrin:
Re: cs_harvest Posted by R_Yell on Fri May 6th 2005 at 9:36pm
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a few pics with bots:

User posted image

User posted image

User posted image

User posted image

User posted image
Re: cs_harvest Posted by Addicted to Morphine on Fri May 6th 2005 at 11:03pm
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Looks great!
Re: cs_harvest Posted by DrGlass on Sat May 7th 2005 at 1:30am
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still looking quite flat and limited cover.

good displacment work tho
Re: cs_harvest Posted by R_Yell on Sat May 7th 2005 at 8:47am
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Maybe the barn zone could be less flat, there are two big sniper corridors I don't like too much. I'll work on that.