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About LucasSK

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  • Birthday 06/04/1994

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  1. Hey. I have been working on final (4th) version of skirmish map [TIBERIUM DIVISION] for a while and I want to quickly share changes I made with you: - changed name from [TIBERIUM DIVISION] to Fields of Insurgency - files reduced, updated README.txt - the map was enlarged a bit for fairness - the map accessibility is now better - few bugs related to terrain fixed, so the map should be 100% stable - DOWNLOAD HERE: http://www.mediafire.com/file/zdf99fl8q44bj7f/Fields+of+Insurgency+v4+(FINAL).zip - MAP MAKING OF THE MAP (available 22nd June) HERE: https://www.youtube.com/watch?v=LD4dwDyf8qs I honestly hope, this final version is bug-free and that you will enjoy it! Also feel free to share your thoughts and report bugs (if you find any). Have a good day.
  2. New FinalSun mapping tutorial is out! If you want to learn, how to make custom maps for Tiberian Sun or just revise some of your knowledge, be sure to check FinalSun Complete Tutorial [P.1] - https://forums.cncnet.org/topic/9934-finalsun-complete-tutorial-p1/ I also have few "changes" regarding YouTube videos I want to share with you: - Tiberian Sun gameplay series will last till the end of GDI campaign. (Part 1: https://www.youtube.com/watch?v=T6ayc6mmkW8) - Map making videos will last till 10th part (for now), but will be less frequent - every 2nd Saturday instead of every Saturday (next one coming 22nd June). - this addon is now also on W3DHub! https://w3dhub.com/forum/topic/417938-wip-tiberium-resurrection/ - 2nd Campaign Map [NEVER-ENDING STORY] is expected to be released in August. (check main post for progress updates) Have a good day.
  3. Welcome mappers, players, modders and other people that are interested in mapping Tiberian Sun. If you want to know how to make your own maps, you are at the right place to do so! I am LucasSK (creator of [TIBERIUM RESURRECTION] and I am mapping Tiberian Sun for over than a year and a half now. When I was learning how to do stuff and making my first projects, I encountered many problems with too little answers, so I thought it would be great idea to share my skills, knowledge and summarize FInalSun in few posts here, throughout this detailed tutorial series. In this part, I will talk about everything related to mapping in FinalSun. And now, without further ado, lets get into it! NOTE: This tutorial is made based on Temperate Theater of the map (not Snow). (Download FinalSun here: https://forums.cncnet.org/topic/6720-final-sun-complete-fixed/) Blue part indicates stuff which I am going to talk about in 2nd part (coming soon)! Green part indicated stuff which I am going to talk about here! (basic FinalSun interface) Ground - Select ground type you want to use (or use clear for default ground). Everything except water will not affect accessibility. GROUND Change owner - Change object's owning house to any you have in your map. This doesn't apply for Ground however. OTHER Infantry - Choose any Infantry, that is available in-game (including Civilians and Mutants infantry). OBJECT Vehicles - Choose any Vehicle, that is available in-game (including Civilian, Cabal and Mutant vehicles). OBJECT Aircraft - Choose any Aircraft, that is available in-game (including Orca Transport). OBJECT Buildings - Choose any Building, that is available in-game (including Light Posts, Civilian structures and Crashes). Different buildings require different number of fields, so make sure there is no other object blocking those fields. OBJECT Terrain objects - Allows you to place Trees, Fonas and Tiberium trees in your map, or use Paint random trees to paint them randomly from the ones you choose. OBJECT (Paint random trees - Select Trees you want to use by moving them from Available to Used by Arrow, then press OK and place them in map) Smudges - Place Craters and Burned remains on the ground. OBJECT Special / Overlay - Here you can paint Tiberium, Veins, Bridges, Walls and Erase it. OVERLAY Waypoints - Create Waypoints (used in Triggers and Scripts). OTHER Celltags - Create Celltags (used in Triggers). OTHER Base nodes - Lets you create Building "layout" for AI bases = where should AI build / replace which building. Attach this to an existing Building. OTHER Tunnels - Lets you create and delete Tunnel paths underground from one Tunnel entry to an another. OTHER Player locations - Set player(s) starting point and delete it (represented through Waypoints). OTHER ("left-side" layout) Special & Overlay - This contains all Overlays you can use. Unless you are pro-mapper, I suggest you ignore everything in this category (as it is included in Special / Overlay), except Rocks, Walls and Goodie Crate. OVERLAY Terrain / Ground - This contains some additional items you can manipulate with. Lets analyze them. GROUND 0000 (Clear) - Clears ground (similar to the Clear in Ground section). 0009 (Ice Ramps) - Lets you manually create inequalities on terrain or elevations to higher "Height levels". 0010 (Cliff Set) - Lets you manually create Cliffs (+4 "Height levels" above ground). (Tiberian Sun has 15 "Height levels") 0012 (Shore Pieces) - Lets you manually create Shores. 0013 (Rough LAT Tile) - Rough ground type (similar to the Ground 2 in Ground section) 0015 (Cliff/Water Pieces) - Lets you manually create Cliffs with water around them (+4 "Height levels" above ground). 0016 (Bendy Dirt Roads) - Twists and connectors for dirt roads. 0017 (Dirt Road Junctions) - Dirt road junctions. (Straight road connected to leaning road using connector 0018 (Straight Dirt Roads) - Straight and leaning dirt roads. from Bendy Dirt Roads selection) 0019 (Bridges) - Attach this to Cliff. Ends for Big bridges (paint bridges from one end to an another using Bridges section from Special & Overlay). (+4 "Height levels" above ground). 0020 (Paved Roads) - Paved roads and nearly everything you need to build them. 0021 (Water) - Water ground type (similar to the Water in Ground section). 0023 (Dirt Road Slopes) - Elevation for dirt roads (lets you lead dirt roads to higher "Height levels"). 0025 (Slope Set Pieces) - Attach this to Cliff. Lets you create way to get up the Cliff. 0030 (Waterfalls) - Attach this to Cliff. Lets you create Waterfalls in certain direction. 0033 (Sand) - Sand ground type (similar to the Ground 1 in Ground section). 0035 (Rough Ground) - Lets you create "2D" rough ground. 0036 (Paved Road Ends) - Endings for Paved Roads. 0037 (Train Bridges) - Attach this to Cliff. Ends for Big track bridges (paint bridges from one end to an another using Bridges section from Special & Overlay). (+4 "Height levels" above ground). 0038 (Pavement) - Lets you create pavement ground + parking lots (great for cities). 0040 (Paved Road Bits) - Some details you can add to the middle of Paved Roads. 0041 (Green) - Green ground type (similar to the Ground 3 in Ground section). 0043 (Ramp Edge Fixup) - Lets you create elevations to higher "Height levels". 0045 (Water Slopes) - Elevation for water (lets you lead water to higher "Height levels"). 0046 (Pavement (Use for LAT)) - Pavement ground type (similar to the Pavement in Ground section). 0047 (Paved Road Slopes) - Elevation for paved roads (lets you lead paved roads to higher "Height levels"). 0048 (Monorail Slopes) - Elevation for rails (lets you lead rails to higher "Height levels"). 0049 (Waterfalls B) - Attach this to Cliff. Lets you create Waterfalls in certain direction. 0050 (Waterfalls C) - Attach this to Cliff. Lets you create Waterfalls in certain direction. 0051 (Waterfalls D) - Attach this to Cliff. Lets you create Waterfalls in certain direction. 0053 (Tunnel Floor) - Creates Tunnel ending with Paved roads. 0054 (Tunnel Side) - Creates "side" for Tunnel endings. 0055 (Track Tunnel Floor) - Creates Tunnel ending with Paved roads and Tracks. 0056 (Destroyable Cliffs) - Cliff that can be destroyed and used as entrance. 0057 (Water Caves) - Cliff with water caves in it. 0070 (Scrin Wreckage) - Scrin wreckage textures (WARNING: HUGE). 0072 (Dirt Track Tunnel Floor) - Creates Tunnel ending with Tracks. 0073 (Dirt Tunnel Floor) - Creates Tunnel ending. 0074 (Crystal LAT Tile) - Crystal LAT ground type (representing Green Tiberium) 0076 (Swampy) - Swampy ground type (usable on Water) 0078 (Blue Mold) - Blue mold LAT ground type (representing Blue Tiberium) 0080 (Crystal Cliff) - Cliff with Crystal LAT on it (+4 "Height levels" above ground). 0081 (Kodiak Crash) - Kodiak crash textures (WARNING: HUGE). NOTE: Some numbers may differ from the ones you will work with. ("lower" layout) Now, I would split these objects into 3 categories: Objects, Overlay, Ground, Other, so you can understand their features. Object - Characteristic / Description: They can be blocked by other Objects, aren't Overlay & Special and most of them are "3D" such as Vehicles, Infantry, Buildings, Trees, etc. Some of them are selectable by double-left-clicking on them and they are draggable by left-click-and-hold. Can be deleted by using Delete objects. Overlay - Characteristic / Description: Everything in Overlay & Special, can't be selected, often has weird field position (overlapping or near the edge of one field (not centered)). Can be deleted using Erase overlay. Ground - Characteristic / Description: Mostly "2D" items on the ground, on which you can place other Objects or Overlays + Water, Firestorm Defence. Can be deleted using Clear. Other - Characteristic / Description: Items you can't see in-game such as Waypoints, Celltags, etc. Vehicles, Aircraft, Infantry and Buildings have their "options" when you double-click on them. They are pretty much self-explanatory. TIPS: (NOTE: I will update these occasionally , so feel free to send me yours) - read Manual by pressing F1 while in FinalSun or Tips (Help -> Tip of the day)! - while making map, play it once in a while to check if everything is working! - make terrain as interesting as you can by putting multiple decorations there! - make sure things aren't overlapping! - FinalSun has many bugs, be patient and calm ! If you have any questions, need help with anything, something's missing here, found incorrect statement or something incorrectly explained here, please let me know through Reply, Private Message or Discord (LucasSK#4124). This is my 1st tutorial, so feel free to review it and ask further questions about mapping 😉. At last, I recommend you checking my recent addon [TIBERIUM RESURRECTION] - https://forums.cncnet.org/topic/9186-wip-tiberium-resurrection/ - See ya soon in the 2nd part! Have a good day.
  4. New logo for [TIBERIUM RESURRECTION] is out! - what do you think about it? PS: Be sure to check 5th Map Making video! https://www.youtube.com/watch?v=FIFLVPML4tQ&t=167s
  5. 13th update time has arrived, decision was made... but first - lets talk about other changes! - I am aware, that addon can only be played through Origin version (not CnCNet version) and am working on fixing it - this addon is now on ModDB! https://www.moddb.com/games/cc-tiberian-sun/addons/tiberium-resurrection and on CNCNZ! https://forums.cncnz.com/topic/21765-wip-tiberium-resurrection/ - 4th Map Making video is out! https://www.youtube.com/watch?v=YM5CTtHW2no I noticed much bigger support now and I am very thankful, so addon [TIBERIUM RESURRECTION] will continue! I already started making second map (according to official briefing) which you can see on video above. I decided to start gameplay series of Tiberian Sun (every Wednesday at 12am CEST) as well as Map Making videos (every 2nd Saturday at 12am CEST). I will work on map and update main post with progress, however update times are once again stopped till Map progress on second map will reach 75%! See ya soon, have a good day
  6. Hamed_Elite I believe someone will eventually help you out, but till then you should try searching for "errors". Map apparently crashes on the beginning, so problem will be probably somewhere there... - Check if player's house is set to the one you want and that the house has enabled player control - Check if triggers are done correctly - Check if starting area has no mistakes in terrain or overlapping things Hope it helps, have a good day
  7. 2 000 views on cncnet and 1 200 views on ppmsite Wow... Just wow. I honestly never thought we would get this far. Once again HUUGE thanks to everyone who gave this project a chance, I really appreciate it and hope you enjoyed it! As we reached "milestone" I want to share my thoughts about making this project. Ini-files making: This one was really interesting. Understanding different segments of it and editing them in your own way is amazing. I know - focus on this was not big so far, but if project will continue I will work on this much more. 8/10 Map making: This was the best one. Map making in FinalSun is pretty easy to understand and except for some glitches it was fun. I am surprised that old game like this is so easy to edit. Environment feels real, many customizations and everything fits together. For me, it is just the best, just look at it! Took me about 10 minutes, but I think it looks fantastic! 10/10 Trigger making: Pain in the ass. So many problems, bugs, glitches,... Making this was difficult, but being able to create your own world with not so much limitations was immersive. 6/10 Dunno why, but this turned to some kind of weird review... Anyway do not forget to report bugs / suggestions. See ya 1st June
  8. So, how are you enjoying map so far? Any problems / bugs / suggestions?
  9. Greetings! Welcome to launch (12th) update time! YES! We are finally here. Before we get to the most important part, I have very few things to tell you... At first let me say, that this can be either end of the journey or the beginning! What I mean by this is that this "project" had very little support / feedback from your side. I will see, maybe it will change. So, I am going to wait till 1st June, see how you like it, your feedback (hopefully) and then based on that I will decide whether it is "worth" to continue or not. Once again - future of this project depends mostly on you. Alongside Campaign map, I included 3rd version of [TIBERIUM DIVISION]! - a bit more balanced version of the map with bug fixes. And now - part you are waiting for... First public release of [TIBERIUM RESURRECTION]! But before you play it, please check [READ-ME].txt file! http://www.mediafire.com/file/efawb0d8on8tb7z/[TIBERIUM_RESURRECTION].zip/file NOTE: Map was made and tested on Origin version of Tiberian Sun That is everything for now, I hope you enjoy the map and after you finish it do not forget to review it here 😉. Next update time will be 1st June! Have a good day!
  10. Hey Tried to launch on Origin version = crash... I had this issue before and in order to fix it I needed to check whole map for small issues and eventually fixed it. This also created except.txt file, so I suggest you start there.
  11. Hello everybody, I am here to remind you that this week's update time will not happen. Reason? - there is nothing new to inform you about (I am finishing map, etc.). However, if you have any questions about anything related to this project feel free to ask at upcoming video premiere, where you will also see my longest map making so far (over 20 minutes) and gameplay comparison video - 18:00 / 6pm CEST - https://www.youtube.com/watch?v=eURJfsbGVJE - See ya there PS: Launch update time will be next Sunday (19th May)
  12. Welcome to jurassic park 11th update time! In this one I want to give you full overview about stuff in map and some information as well. So,... - release date: 19th May (in 1 week)! - next week update time will also feature gameplay and map-making video -> 11th May, 18:00 / 6pm CEST - https://www.youtube.com/watch?v=eURJfsbGVJE - See ya there These are 2 most important news, but I also want to tell you about story in BETA (so far). You will be tasked to contact mutants with Ghost Stalker (1st part). On the way there you will encounter many elements such as liveforms, side missions or small in-game events. When you get there, you will find out mutants are angrier than expected. Later (2nd part), you will have to fend off mutant attack from old base, rescue stranded civilians and get them to safety. Finally, you will check radar base and finish the game! (NOTE: there is one not-mentioned story-related fact)
  13. Hello commanders! As you may have noticed, last few months were very hectic for this project. Progress stopped as I did not notice any demand / feedback from your side. So I discussed it with Holland and we came up with solution: I am still having big problems with FinalSun - specifically with triggers. To make one work it takes up to 5 changes. Meanwhile I also have my personal life, so I do not always have time to continue, but I did not forget about this project! As mentioned above, I divided map into 3 parts. 1st is completed, 2nd is half-way done and 3rd not at all. So, I will finish (and try to fix) 2nd part, make a bit of an ending and release the map. I will wait for your opinions / demand / feelings about it and based on that I will decide whether I should continue with project (all 3 planned maps!) or no... So future of this project depends mostly on you. I am working on it right now and I will announce release date next Saturday (4th May). See ya soon and as always feel free to tell me your opinions.
  14. Hello there 10th update time on its way... So, I made HUGE progress in past two weeks. I have hardest part behind me (hopefully) and now easier parts came to my attention. To help you see my progress and to understand I divided main post progress percentage into 3 groups: 1st - single unit - You control one unit. 2nd - partial control - You control some buildings, but you can not build new. 3rd - total control - You control everything including MCV. So, from now on I am stopping ´´update times´´ for uncertain length. Reason I did this is simple - there is nothing more or less than percentage to inform you about. When there will be something more/special to inform you about I will make another update time. And you will be able to see my progress above (in main post) through percentage which I will update 3 times a week. Any feedback appreciated. See ya and have a good day. Additional informations: - update time will be next saturday after reaching 75% on 3rd part - percentage updates in main post will now include dates of progress (1.2.2019 /+2%/ etc.)
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