Mapping for Empires Unity

Discussion in 'Mapping' started by DonMegel, May 31, 2011.

  1. MOOtant

    MOOtant Member

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    Code like Input.GetButtonDown("Fire1") and hashtable[1] makes me wonder if Photon people can code at all. Most of that crap is probably designed far better in RakNet or can be written yourself.

    You're confusing the time required to write some random code that barely works with time required to code, test, code again, polish. I don't know if you'll be really happier 12 months later having achieved barely anything, having a lot to tweak, fix bugs and being nowhere near the end rather than just giving up today but it's your choice.
     
  2. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    sorry i didnt mean to insult you
    from my experience most people who complain didnt even try

    correct me if im wrong but i always thought that displacements in hammer inst anything different then pushing verts around, just like modeling
     
  3. Varbles

    Varbles Simply Maptastic. Staff Member

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    sounds like someone's coming to conclusions without even trying :p
     
  4. DonMegel

    DonMegel Member

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    That's the spirit! Encouragement goes a long way! Yeah!
     
  5. Trickster

    Trickster Retired Developer

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    In all fairness, I don't know why you aren't using RakNet.
     
  6. RappemongO

    RappemongO Member

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    Probably because it's not free.
     
  7. Jephir

    Jephir ALL GLORY TO THE JEPHIR

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  8. RappemongO

    RappemongO Member

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    Well... I'll admit my research didn't go further then here.

    Anything that says 30 day trial on it, I generally don't consider free.
     
  9. MOOtant

    MOOtant Member

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    I didn't say that he can use RakNet. It's C++ library and would require writing C bindings then using P/Invoke. I just meant that it has better design.
     
  10. DonMegel

    DonMegel Member

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    Ok, who has a map done?
     
  11. Varbles

    Varbles Simply Maptastic. Staff Member

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    i have one but i dont want to post it to the forums
     
  12. Marshall Mash

    Marshall Mash 3D Artist

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    Does the terrain have to be perfectly level for building placement?
     
  13. DonMegel

    DonMegel Member

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    No it does not
     
  14. Varbles

    Varbles Simply Maptastic. Staff Member

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    i dunno if you guys are still doing this or if it was a joke or what but i made a map do you want it
    [​IMG]

    i used two of silk's textures as placeholders so credit and thanks go to him
     
    Last edited: Jun 14, 2011
  15. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    looks small :/ how big is it really? also ... is that a waterfall in there?
     
  16. Varbles

    Varbles Simply Maptastic. Staff Member

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    its 1000x1000 and no thats just the cursor thing
     
  17. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    um.. is that big? I don't know the size of our maps.
     
  18. Varbles

    Varbles Simply Maptastic. Staff Member

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    that's why i was wondering if you guys are actually serious... anyway do you want the scene or the project or how should i do this?
     
  19. flasche

    flasche Member Staff Member Moderator

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    is that bounty bay from WC3?
     
  20. TheLiberalElitist

    TheLiberalElitist Member

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    that looks great, The maps themselves will probably be 50,000x50,000(hopefully smaller given the requirements of space) in size using combinations of terrains, and models from 3d modelers. I was testing destroyable vegetation like in Crysis. I am thinking of using a orthographic camera as the minimap, instead of the image based one we currently have, still working on the HUD, looking at what others have done in unity.

    I have seen some demos of the vegetation in Unity3d close or comparable to CryEngine2

    http://www.youtube.com/watch?v=0WsaTpIIOzo&feature=related

    A nice little demo, of what would be nice to have for the project, and possible.
     

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