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Havoc89

Former Developers
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Everything posted by Havoc89

  1. nice to hear. but do u start with the beginnig or somewhere in the mid? From the very beginning. Starting from rigging inside of 3ds max, all the way to code and fine tuning.
  2. Hey guys, Sorry I haven't had the time to make that tutorial latley. But the good news is that I finally started recording it last night, so hopefully by the end of the week it will be up for all of you guys to enjoy.
  3. This is looking fantastic, great job!
  4. Looks fantastic so far. I cant wait to see it in action!
  5. We are officially working on a City Remake ourselves actually. But that barrier is so much better looking that our plastic folding tables!
  6. Havoc89

    Editor Crahes

    When you installed the SDK, did you keep it separate from the game? Make sure you dont merge the sdk with the installed open beta 4. We did testing internally to see if cooked upk files will open up in the sdk, but they will not, and will cause the editor to crash. You should be able to place any asset from the sdk which contains all uncooked upks.
  7. Patch 4.02 (march 26th 2015) of the game fixes the Hover MRLS to be playable. So you guys should all be able to try it out in the actual game.
  8. Going to add the solution Aeibon posted for the fix on Windows 7. Also Topic has been stickied! Thanks guys!
  9. Battlefortress is a bit more of a complicated vehicle, but not too complicated. It may be a bit more complex for the sake of a tutorial, but I'm not against it. Up to you guys really.
  10. Tell you what, if there is a vehicle you would like from AR in RenX as an example asset, I can make a tutorial around it so anyone who wants to make their own vehicles can follow along.
  11. Not trying to start anything here, but as far as I know, the Reborn team was not consulted about this. Both Reborn and Apocalypse Rising both left Bluehell Productions at the end of January, so any permission you have obtained has not been granted by "the guys over at Reborn". What you guys have done is really cool, but please understand that if you want to ask for permission to use the assets of other mods, please ask the correct people. This took a few of us by surprise and a few people including Wallywood, the leader of Reborn was a little disappointed that he wasn't kept in the loop about this. Not trying to dig guys but that's how it is. Keep up the good work! Sorry about that, Fobby had contacted Renardin and Chronojam about permission. We were unaware that the entire teams were not consulted.
  12. Yeah sorry, I didn't read the whole topic, was at work when I posted it. I'm not really sure on the whole SLi thing.
  13. So we've had a fair bit of practice with rigging vehicles to the point where it took us only 2 hours to get the HoverMRLS to the state it is at in the SDK. However it can seem intimidating to have to setup a large number of components such as rigging in max, importing and setting up skeletal meshes, animation trees, and physical assets. However it is not as complicated as it seems once you've understood the process. Rigging vehicles is fairly simple and easy to do. We've provided 3 of our vehicles as examples in the SDK within the "ExampleAssets" folder. You will find our full rigs for the Humvee, Medium Tank, and Apache. In our vehicle rigs we have everything from the core vehicle rig, to blend shapes used for vehicle deformers, to damaged parts that break off of the vehicle, to sub rigs such as antennas that rock back and forward. Hover MRLS, and Tesla Tank only had the core rig as we received the models from APB and Reborn a week prior to launch of Open Beta 4, and we had other things to worry about in that time. We used the actorX plugin that comes with UDK, or you could export to fbx, either way it will work. So long as you have a couple of bones to define the root, any wheels/suspension, turret rotation and pitch bones. That's all you really need to have. There are a few really good tutorials already on how to implement vehicles just by googling UDK vehicle tutorials. We have some of our own systems that work on top of the existing UDK vehicle framework. I'll see if I can make a tutorial in the near future to help you guys make sense of it all. We would love to have recon bikes in the mix, but at the moment we're not making one of our own.
  14. I believe I know why this is present. So in Beta 3 we used the stock compiling settings to prep the game, which caches out everything, and compresses it all to be very light on performance. However this compiling mechanic is also the reason why we could not have mods and maps for Renegade X. We changed the way the game is compiled using a similar setup to how Unreal Tournament 3 is compiled, where every asset is compressed and saved out individually instead of in one large cache file. This setup is known to have a slightly more of an impact on performance, especially on ram usage, but in return means custom content can be easily added.
  15. Ah, sorry about that, the 4.01 patch didn't take the HoverMRLS art assets into account, so it just spawns a blank vehicle. We'll fix it for the next patch, but you can download the SDK version and try it out in there.
  16. I'm going to hold you to that, and we'll be more than happy to help you guys port it over.
  17. Hey everyone! We were able to get permission from the guys over at Reborn and A Path Beyond to include a couple things to help us showcase just how easy it is to mod the game. So we brought over the Hover MRLS from Reborn and the Tesla Tank over from A Path Beyond. Huge thanks to both teams for letting us implement them in Open Beta 4 and the SDK. How to drive the Hover MRLS and Tesla Tank: 1. Start an offline skirmish game 2. Press F5 to bring up the console command 3. Type the following commands to spawn the vehicle summon renx_game.tsr_vehicle_hovermrls summon renx_game.apb_vehicle_teslatank We hope this will get your creative juices flowing and help to inspire you all to experiment for yourselves!
  18. ZHUACIssxG4 We are proud to release the long-awaited Renegade X SDK! With these mod tools, you will be able to create custom levels, mutators, and modifications for Renegade X. You will have full access to our assets, our source code, and the support and guidance of Totem Arts. We will do whatever we can to assist aspiring modders and level-designers to mentor and direct them accordingly. The release of these tools have great implications. Not only will Renegade X have a sizable fanbase, but in the future, we can develop a self-sufficient community that develops new, refreshing content. We hope to inspire a new generation of developers and support existing and emerging C&C FPS mods and games through this initiative. A download link to the SDK version can be found below: http://renegade-x.com/download.php
  19. That's very cool! You know, with our upcoming mod tools, included in it will be our character rig with Havoc's Character model, as well as an example asset of the automatic rifle.... HINT HINT!
  20. Havoc89

    Steam?

    We've always been interested in Steam integration, however it all depends on what EA has to say about it. We've asked them more than a dozen times, and we've never been able to get a straight up answer from them. Its very unfortunate, as Steam would help bring a lot more exposure to the game, as well as make it a lot easier for everyone to always stay up to date with the game.
  21. This is looking very impressive. Loving the ambiance. I can't wait to see what everyone else will come up with when the tools go public.
  22. Havoc89

    campaign

    We actually had worked out a really cool story with the help of the C&C community member "Kirby" whom had made some really cool fan fiction stories in the C&C verse. We wanted to make a full fledged campaign that was meant to be a TS prequel, but realistically that was not going to be possible to make in a short amount of time so we ended up dropping it. It's very unlikely for there to be another campaign.
  23. Well I do have a giant avatar of the Havoc character model.
  24. Can you repost or e-mail me the list in private if you are not comfortable to revealing all of the info on this topic regarding the roster list? Members are to be added in the newly formed Phase IV Beta Testers group.
  25. The roster list has been added to the Phase IV Beta Testers group. Updates about the tests will be available in the private section of the forums.
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