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Everything posted by HIHIHI
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Here are a few screenshots Try-Out asked me to post. 1. The lights at the back of the Hon are still not fixed, at least for me. This is on Intel HD Graphics 520 (but last time I saw them was on an Nvidia 1050ti.) 2. There is a spot near the Nod Refinery that has an invisible collision. As far as I can tell, it did not affect my character, but it did affect this Bradley. As you can see, it exists on both the Day and Night versions. 3. None of the stumps at the front of Nod's base have collision. I hope these help! HIHIHI
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Still, nice cutting and blending! Far nicer than anything I could come up with!
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- creative
- madkill is nice sometimes
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That could be an interesting game. Of course, there would have to be a computer version, because you probably can't get too many RenX players in one place to play it. : ) @Madkill40 Nice cards! I can tell some are made from screenshots, but are some (Like Boxes' Doza) made completely from scratch? Either way, very amazing work. HIHIHI
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Until the missile launcher popped up, who else thought it looked an awful lot like an RA1 camo pillbox? Except for the rectangular shape, of course.
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I just saw this and thought it was pretty cool. It's most likely been burning continuously since 1971. You could also look up the Centralia Mine Fire. It's a coal seam in Pennsylvania that's been burning since at least 1962.
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- no religion
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Yeah, really it looks kind of neat. : )
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I would have been piR2 in RenX as well, except that before I started playing RenX online, I was trying to set up a LAN server for me and my cousin to play, and I just typed in HIHIHI because I was tired of playerxxx. I made my name piR2 (after the area of a circle equation) when I started playing MOHA, but never got around to changing my HIHIHI to piR2 here when I started playing RenX online. : ) I am also a member of the (C/D)- clan on MOHA. It currently has one member, myself. : ) All are welcome to join here or there simply by using the clan tag, the use of which is the only benefit. (Offer void where prohibited)
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What the title says. Do you have other names in other games, and want to see if you know someone there and here but don't know its the same person? Does anyone here play MOHA (Medal of Honor: Airborne)? I kind of doubt it, but it's possible. In case anyone does play MOHA, I'm piR2 there. HIHIHI
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Yes, you just lock the yaw of the body. Like in the Apache and Orca. Their guns rotate while the fuselage remains still, if you hold Control.
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Just a quick feature request. Problem: When driving a Hover MRLS, the body of the vehicle will turn when you aim the turret to the side. This makes it hard to move and shoot at the same time, especially if you want to move quickly. Negative impact: For me at least, and probably for many other players, a vehicle fight is more fun when one's driving and shooting are both uninterrupted. Challenging, perhaps, but not awkward. The aforementioned property of the HMRLS to turn while aiming interrupts the fluidity of one's actions. For me, at least, this makes it a little less fun than it would be if this could be controlled. (Although it's still really fun.) Proposed solution: Add the ability to momentarily lock the yaw of the HMRLS with the Control key, as is already possible with the Orca and Apache. I liked this on the Orca and Apache, and I'm sure I would like it on the HMRLS too. Thanks for your time, HIHIHI
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Great. I'll update the zip then, and my own file structure. Thanks for the help!
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Okay, that's kind of what I thought. So I noticed that in RenX_Game that there is a globals.uci file. Do I need to make one of those to move my *.uc files out of RenX_Game?
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Ok, if anyone wants to have fun with the new and improved version of the digger in the editor, here are the files. Please note that this is not the final version. The final version will not have the tracks spinning sideways. : ) You should be able to just unzip this into the base folder of the SDK and compile scripts to have it ready. The class right now is "RenX_Game.Rx_vehicle_Digger_bkup". If I should put it outside of RenX_Game, let me know and it will be done. RenX_Digger_Alpha1.zip (Old) RenX_Digger_Alpha1.01.zip (New, proper *.uc location)
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Today is a glorious day for Nod and GDI construction crews! Problems 1, 2, and 4 have been solved, all by the same simple action! I moved the location of my armature up. It seems that with the way Blender and UDK are, it treats the location (origin, I think?) of the armature object as a bone. I always had this at (0, 0, 0) because people said that it was VERY important to have the pivot point of one's vehicle at (0, 0, 0). However, I was experimenting today and decided to move this up (As it seemed that it was moved up in stock RenX vehicles). Now in Blender, it says that the origin of the armature is moved up about 0.77 units (meters, I think). However, in UDK, it says that the origin of the skeletal mesh is at (0, 0, 0), but my root bone is about halfway up the digger. So somehow it's all good. My cameras no longer behave strangely on the air or on terrain, and I can get in the digger while it's standing on the ground. So now it needs some handling tweaks, and I think that part of it is done! Happily, HIHIHI
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Being almost invisible is a big responsibility. I really like the profound statement you made as commander on Under the other day. People were too afraid to push out of the base, and you said something like, "If you want to live, you must accept death." Really spot-on in many areas of life. Temporary loss for lasting gain is worth it. HIHIHI
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Okay, scratch number 3. I was looking at things and found that the COMOffset (Which I found was Center Of Mass, and started to suspect it) was not near the actual center of the digger. I set it to x=0, y=0, z=-10 and now the digger handles much more nicely. It turns very nearly at its center and it doesn't tip around when it goes backwards. An update on number one: it seems that what's really happening is that in the first-person view, it's normal except that I can't see the mesh. In the third-person view, I think that the digger is still on top of the terrain, but the camera is at ground level. Problem 2 is still the same, and problem 4 is the same except that my COMOffset change keeps it from raising when I shoot the roof. : ) Of course this won't be necessary when it's fixed. Original post: Thanks, HIHIHI EDIT: Not trying to bug anyone, but I'm kind of lost without @Havoc89 or @Veyron or someone. If people have been busy, I understand completely.
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I do have the newest SDK, just on a different computer. And maybe it's not really related, but I got the skeletal mesh imported very soon after I started working on this computer instead of the other, so I'm a little hesitant to change things on it. : ) However, must of my work is done on the newest SDK. Thanks, HIHIHI
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Okay, so here are some questions. The digger was set up pretty much like Havoc's supertank, except that it has no weapon. (It used to have one that fired a 25-round magazine of med tank projectiles at 10 rounds per second and took out a building in less than two magazines. Maybe just a bit OP. : ) ) 1. When driving on the Test MP map, it seems like the digger sinks below the ground. Back when I had a gun with recoil on it, it would appear above the ground when I fired and then go back below. I noticed that the Test MP map has a terrain instead of a landscape. Any idea what causes this? 2. I have been testing it on Gobi instead (For no real reason other than that it has a landscape, which the digger drives on top of.). When driving it up the airstrip, it seems to sink below it at the approximate location of the big white numbers and when transitioning from the ramp to the red platform. Any idea what causes this? 3. When I turn the digger in place, it turns around a point at its back instead of its middle. It does have the root bone and the pivot point in the middle, as far as I know. Any idea what causes this? 4. If the digger is on the ground, I can only get in by shooting at the roof to make its front lift up and then getting in. It seems like the digger has to be raised to get in it. Any idea what causes this? I can come up with some other questions later, but these will do for now. Attached are the code and the package. I'm not asking for anyone to fix it, I just would like a little guidance. Thanks, HIHIHI Rx_Vehicle_Digger_Weapon.uc Rx_Vehicle_Digger_Wheel.uc Rx_Vehicle_Digger.uc RX_VH_Digger.upk EDIT: I am using the 03-03-2017 version of the SDK, if that matters. p.s. (It's pretty funny to spawn up a bunch of diggers and destroy the enemy wf/air, then spawn a bunch of bots on the enemy team. You suddenly become a digger magnet. : ) )
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Not totally far-fetched. : ) In C&C3 the grenades had homing properties. That would be funny though. "HELP, A FRISBEE! IT'S CHASING ME!" Back in a thread about spies, someone suggested a watch dog as a counter. Now we would need a frisbee dog character to catch the discs in his mouth and disarm them. At heroic, instead of the standard red tracers, he does a flip while catching the disc. : )
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Thanks to Thursday's MAJOR breakthrough, I now have been able to finish Havoc89's tutorial videos and can actually spawn a digger while playing in the editor! It still has some work to do, but this is another big mark of progress! Thank you all for your assistance, especially @Havoc89 for your tutorials! I will probably have some more questions coming soon as I work through the rest of this, but those can wait. Happily, HIHIHI
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VICTORY IS MINE! I HAVE BLENDER AND UDK BEAT! Okay, so maybe not all the way, but I have successfully imported a skeletal mesh of the digger from Blender into UDK. I don't know all of what I did right, but one thing I found was that I had to have all vertex groups assigned to bones. I have a workflow now that appears to work, and it's not terribly hard, either. Just don't stare at my computer or something is bound to break. : ) I still need to refine the armature; there aren't even any wheel bones yet. This is solely a proof that I CAN finally import. Then I guess maybe a few animations and then coding! HIHIHI
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Just a quick reminder for Nod engineers and technicians. If you repair a stealthed unit in the field, you have effectively unstealthed them, because GDI can see that you are repairing something, and they can see where it is by where the repair beam ends. So do not repair a stealthed unit in the field unless they ask for it, or you may blow their cover and waste their unit. Of course, in base this rule is nullified. HIHIHI
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Interesting. So the AGT cannons and missile launchers are really vehicles deep down at heart, correct? As is the Obi laser? I know I have got a missile lock on the Obi tip a few times, although it didn't want to stay. It's always interesting hearing how stuff breaks and what fixes it. (I say this having not spent countless hours wondering about the problem and searching for a fix.) HIHIHI