-
Posts
3229 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Events
Gallery
Everything posted by Havoc89
-
@Redarmy Yeah the vehicle thing could be a bit much. I wasn't a 100% sure on the recon bike/ tow humvee idea. I forgot to add a question mark to it. But if it was to be done, I think it could be fine if it was included in the base vehicle options when not destroyed. I feel like the biggest problem right now with the air drop system is the fact that you can spit out APCs, and when time isn't much of a factor (which in marathon is certainly the case) a team can end up filling up their entire vehicle limit with APCs (hence also the reduction to vehicle limit). They are pretty tricky to take down for any vehicle since they have too much armour and speed. It also makes them ideal for preventing rushes from rolling in by just parking them in bottle necks. Hence why I think APCs should be very restricted if WF/Air is down. At the same time a limited APC means it forces the team to be much more careful when trying to use it to rush. The reason I didn't include any tier characters in bar/hon destruction is because infantry already have the ability to purchase equipment, so it seems like a much better alternative than giving access to the purchasable classes. It certainly wouldn't go well with the combined free infantry class idea either since then they could end up having way too many weapons all at once. Having access a good anti-infantry and anti-tank weapon when bar/air are gone is definitely invaluable. But the added bonus of a character class perk such as addition health/armour/speed gives them more of an APC style effect. They become too useful to stop attacks. For example, people would often get a bunch of rocket soldiers and plant AT mines at base entrances and simply camp in the base. Chaingunner and Flak/Chem become far too useful at preventing infantry infiltration on the count of their damage and speed. I believe restricting infantry classes is more important when bar/hon are taken down. The combined infantry idea was something that was discussed during black dawn development where instead of having 15 classes, we were thinking to reduce the numbers down to something like 8. Just thought I'd throw it out there since people do find them very boring. However when you say it makes 1st tier characters less relevant certainly applies. But that could be compensated for in other means, perhaps making the free weapons lesser versions of their current state. As per the tiberium gadget, having it be personal only means it forces a member of the team to be some what out of the action. The team would be forced to do this carefully since it can cause a hole in the defences if too many people are trying to generate credits at the same time giving room for attackers to strike. It works more like a trade off. And when you say get a grenadier/flamer to get some quick credits, well that's not always possible. Half the times you'll have a couple of snipers picking off anyone trying to leave the base, or get intercepted by enemy vehicles.
-
The problem with tech buildings hank is that usually the offensive team would have the upper hand and would likely be the ones with map control and thus holding onto the tech buildings. Redarmy has a good point where the major factor is the map itself. However it is far too much work to completely re-invent all maps at this point. I like the idea of having a personal harvesting tool, it seems like it could work pretty well without negating the reward for the winning team. A lot of great ideas here but the one thing I am noticing is that people have mixed ideas on the kind of access you get with a destroyed bar/hon and wf/air. I personally don't think there should be more options to chose from. If anything I feel like you should have less options but more accessibility in that whatever the options remain are more attainable. I feel like having access to tanks or artys/mrls would only slow down the game even more making it that much more difficult for the winning team to finish off the game. I've been thinking about this since the last PUG and here are some ideas that I've come up with. My intention here is to reduce frustrations by reducing the strain caused by crippled economy, and instead shift the focus of the penalties into limitations. So as stated about, less options but more access.
-
Not true. The tiberium used in the ut3 mod version is actually a blue crystal that came with UT3 which we just made green. That asset was not in the UDK so we had to make new Tiberium. Also I dont think the ut3 mod version tib looked closer to the original TD tiberium.
-
Thats pretty cool. How will it function as oppose to the standard PP? Or is this just supposed to be the same purpose but the option of having an Adv PP?
-
-
I recently found ActorX Plugins for all versions of Max and Maya, including 2017. I've tested 3ds Max 2017 with the plugin and it works flawlessly! You can donwload it from the site below: http://www.gildor.org/smf/index.php/topic,1221.0.html
-
Oh hey its Horologue! That was a neat map back in the day. Whiteout is the official predecessor to Horologue while at the same time paying tribute to Hourglass.
-
It's certainly doable, and I did have some success with it at one point, but its heavier on animation requirements, but also requires a bit of code work to get a custom vehicle type to handle like character movements.
-
T'was all Agent's doing. Its a fantastic upgrade indeed.
-
I dont think the solution is to have it not reveal in the base. That seems more like an unfinished feature, or heck it even makes it seem like a bug. I can absolutely understand that it is way too good at it's current state. I personally think the ability to reveal every where should remain intact, instead it's reveal capabilities should be modified. Instead of a real time reveal of everything everywhere, it should instead be more of a pulse scan. For example a scan of the entire map is done every 30 seconds, and it reveals the last known location of all enemies on the radar for something like 5 seconds or so. This way the purpose of the comm centre remains intact, but at the same time the blips are no longer real time but show location of things at the time of the pulse scan, and only for a brief period. This allows the team that does not have the comm to be able to infiltrate with a reasonable window of opportunity, and it also gives the team whom holds the comm centre a much smaller window of opportunity to take advantage of the reveal.
-
Even better: setbind z togglescreenshotmode Now pressing "Z" key will auto input that console command
-
Way too much awesome in this tread!
-
You can indeed. Just open up the animation set, and than goto file > export fbx animation.
-
This looks stunning... Well done nBab!
-
That's friggin awesome! Do these printers also print with colour? Would be nice to see the textures on these things as well. Otherwise its all about hand painting them afterwards. I'd love to have a model of some of the characters in colour.
-
OMG! Thats way too much awesome for me to handle! I think I'm going to pass out now... Amazing work Kalle Bowo!
-
That is something I don't know how to do. Someone else can probably help make sense of how to set it up via a mutator.
-
Sweet! Nicely done fellas!
-
I WANT THOSE!!! Planing on painting those pretties?
-
Cant wait!
-
Agree with Agent, coding wise, there isn't much about it that will make things complicated. Its more so about getting your buildings, vehicles, characters & weapons up modeled and textured. I suggest going for a basic list of assets first, and build up on it. So a good start would be to take a map like Islands and switch it out with RA2 buildings. So focus on the 3 main buildings, get your free infantry characters, and focus on the basic vehicles first. Once you have the necessary assets, everything after that will be a piece of cake. Do you have a list of what assets you have modeled and or textured so far?
-
You don't have to use the PBR shader model in substance. You can use traditional BlinnPhong shader to paint textures with good ol' fashion specular and glossiness instead of roughness and metallic.
-
Fantastic work! I recommend you get a hold of substance painter, and use that to create texture presets for allied and soviet assets. Then just quickly drag & drop presets onto all your assets for instant textures. Not only will your textures be consistent, their detailing will also be unique to each asset for better results. There are also some amazing UVing softwares out there such as UVLayout, which make good/efficient UVs in a fraction of the speed of 3ds max or maya.
-
Actually Rypel, you'd be surprised as to how good the graphics on UE4 can be if pushed. I've done a lot of testing with it already, and PBR rendering is an insanely huge jump in visual fidelity. I think the reason why most dev members aren't up for porting renx is because EA sorta left C&C out to dry, and the fan base has dwindled to a small percentage of what was already left of it after C&C4. Its a massive shame for C&C to have to end up this way. I personally would love to make a C&C game on UE4 if there was more support from EA, but I would not recreate renx because that's been done already. Any who, back on topic. Its a pretty nice start. It reminds me a lot of the first renx video on field for UT3: