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[B]Veyron

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Everything posted by [B]Veyron

  1. is there a way to setup bots with different veteran statuses? for instance for a real challenge.. level 7 bots at heroic?
  2. @Luhrian I had a bit of trouble following those tutorials it didn't quite work anyways I found a potential solution! what I did was in my 'binaries' folder I double clicked UDKFrontend.exe and brought me to some sort of a setup and at the top I clicked 'Editor' which then brought me to the new SDK. seems like too much though not sure
  3. TK that's a yes my older version crashed at what you mentioned my guess is the same with the newer version too since this MapTemplateIndex came before the Foliagebrush
  4. no it was at MapTemplateIndex. I also got the unknown.uc file extension that is missing and everytime I start up Starteditor.bat It keeps asking to compile. does having two editors on my computer effect this? the oldest one - RenegadeX SDK 28-09-2016 - runs off steam every time ive noticed I get nothing related to steam from this new SDK..
  5. hi which .exe do I open for the editor? so far every .exe in the new SDK crashes on start up. I get the annoying "built on udk... blah blah blah" message and then I am forced to close program. EDIT: the same with my older version 2016 it crashes whenever I try to open a map EDIT2: Starteditor.bat didn't work aswel.. got "Renegade X has stopped working" however it previously asked to compile scripts which I hit both yes and no and it did not work.
  6. I'm looking to know why maps use landscape instead of Terrain and some of the benefits? also using Terrain and my vehicles fall through the Terrain floor why does this happen? NOTE: picture below using the avatar. also this is a copy of another terrain in the same map I just used ALT + drag and dragged it to said location and I have built geometry and paths. should I just make a second terrain?
  7. Anyone have experience with exporting the 3D files inside Kanes wrath and C&C3 into 3ds max? I have the necessary programs to export the files out of both games but how does one translate the files (W3X and XML) for use in 3ds max? I had seen a picture on the internet someone did it with the Nod Redeemer with all the upgrades etc. This is also how Tiberium Crystal Wars was done. but I did it with files that were already open to the public I never actually extracted the 3d files and USED them.. any answers please.
  8. please less talk more doing. sorry for the bichy comment. should get opinins firsr ask how people will like it how do ppl already like agn server modified ? all dpsb
  9. Hey TK. I tried that out -> adding the renx_game.u file from the game into my SDK UDKGAME -> Scripts folder however I don't see anything new
  10. See this is a major post. Here is my taste in music! check out the artists names in youtube for further interest.
  11. can anything be done with bots? ive tried a few simulations but don't know with 64 players ...
  12. woah that little nod setup looks nice
  13. my thinking is to mimic this exact scene: trying to stick to vanilla concepts as much as possible. on the downside I still have some learning to do which equals more time I guess what's important for me right now is trying to copy a reference image. If I can remake an object with a good amount precision and it looks pretty decent then that's step 1 for me at the moment. this will likely change as I learn more
  14. what about all the anime pics? I'm obsessed with only 2 animes/cartoons but everyone else with their hot anime girlz and Naruto fanclubs
  15. one can already do this you can make it so you spawn inside the turret or any turret (guard tower, AA, samsite) you can get out but not enter and if you get out it will start shooting at you if you are on GDI. haven't tried w/ Nod ... maybe someone else has a different experience
  16. [B]Veyron

    C&C3 units

    that i can live with. but I think a proper way to showcase these units will have to be a map rather than here's a package of some units that may or may not agree with other maps. TS models came from people who made them whereas my models came from an entirely different game sure it is the same universe
  17. [B]Veyron

    C&C3 units

    @Sarah!you are lucky enough you have the second version of the avatar with a good flow of animation! the tripod was/is a bit tricky. the juggernaut was only recently done too. the only thing I had problems with these mechs was the movement on hills as I could only go forwards and backwards and not turn you made a point about the whole ea thing makes sense to me so I'm gonna say no. an unfortunate event I'll only post pictures from here on out should I decide to play around with the other models.
  18. [B]Veyron

    C&C3 units

    final pic of the mechs + the 2 pitbulls. wallpaper worthy!
  19. good stuff madkill. I thought this map of yours was unique for its time. Glad to see you're doing some more stuff. like a red zone/late tib sun. would be fantastic with a bunch of tib fiends running around this map
  20. did up a design of the crane here. NOTE the verts in the one pic represents the mcv and conyard together there is nothing else besides the two. also a heap of problems with overlapping geometry it seems inside UDK most likely because that's what I used on some parts especially the large bay door was a union of a cylinder and a rectangle but I eliminated some faces before I unioned them together. last pic is a size of the conyard wrt other buildings.
  21. note: I used the top-down scale of the conyard as one of the scales to scale my conyard design
  22. Hi. my second personal project consisted of the 2 C&C tib dawn manual images which shows the MCV and a certain scale with an infantry unit and a Conyard with a certain scale to an infantry unit. The goal was to recreate the two as best as possible to correspond to these scales. It didn't quite workout as intended as the finished scaled conyard came out a bit small so I played around with sizes to try to fit to what I thought was an appropriate scale. The goal here is to take what I learned with animation and imports from C&C3 material and make the MCV deployable into the conyard. Likely something like this would be discarded away from gameplay as it would have probably no use at all regarding gameplay mechanics. But the idea is to deploy the MCV and be able to walk around inside the conyard. I need to explain a few things first. 1: here in 3dsmax I created a cylinder with 14 sides ( all my cylinders have 14 sides whether this is bad or good IDK I just build the model how I saw fit but if there is something better PLEASE! LET ME KNOW I am always looking for alternatives) in order for me to make the interior what I had seen was a boolean function where one could subtract a shape using another shape where in this instance I used a rectangle to subtract the portion of the cylinder I didn't want. 2: saw a video how to make a general interior was to flip the geometry faces and then backface cull to reveal the interior as you see with the green shape to the far right. I had to delete some faces which would have acted as interior walls blocking certain paths inside. My objective here is to build some sort of system which will allow one to walk inside the crane and see the player "driving" the conyard which the "driver" will be able to operate the crane which has yet to be designed. probably a high end repair gun or something.. 3: unsure how to make an exterior. haven't imported the building yet but each shape so far in max acts as a solid material not sure how to proceed... also had to extrude a face here to make a little more room for a doorway. 4: when I made the 2 domes I used a tube for the long overhang and trimmed some geometry/faces and two spheres for the back part. there is one sphere for the exterior in which I connected vertices to the overhang to make a "connection" of the geometry and I made another sphere for the interior in which I flipped the faces and then backface culled said sphere to reveal the faces that were hidden from me. same thing here trimmed the geometry/ got rid of what I thought was unneeded faces and made connections with vertices to the INTERIOR portion of the tube/overhang. I gotta think what my next goal should be but I am thinking towards the crane design and then the generator in the back. let me know what you think! vertices here include everything in the setting including the havoc model I used as well as multiple other geometrical pieces like a few copies of the MCV I am working with.
  23. [B]Veyron

    C&C3 units

    I removed the file. Sarah brought up the point of Ea being bitchy about using their products. I thought it over and it made sense not to distribute. You will not see a map with any of these units else should someone else decide to do it. plans have changed since then.
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