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Everything posted by HIHIHI
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Yeah, I have tried different export options, but it doesn't seem to make a difference. However, I do need to make sure my root bone is oriented correctly. I'm not quite sure about that. I'll have to try that when I have time. Thanks, HIHIHI
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@Havoc89 So, I have a rough version of the digger rigged. I can export my skeletal mesh from Blender as a *.FBX file and import in into the SDK. However, in the SDK, both in the thumbnail and when placed in the world, the model is nose down (regardless, it seems, of orientation settings used at export). I can make it right-side up by changing the Rot Origin of the Skeletal Mesh in the AnimSet Editor. My question is: is changing the Rot Origin an acceptable way of making it upright, or will it not work unless it is upright on import without messing with the AnimSet Editor? Thanks, HIHIHI p.s. Maybe I can post screenshots tomorrow if you need them.
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Whoops. I made mine a while ago and forgot that it didn't come by default. Sorry for misleading you, Kirby.
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Well, if you do not have a *.bat file in your root RenX folder, you can put this one there (it will probably be C:\Program Files (x86)\Renegade X) and try it. It works for me. BigHead_Field.bat
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https://wiki.renegade-x.com/wiki/Mutator There should be a server.bat file in the root folder of your Renegade X installation. You can right-click on it and say edit, then remove "server" from the command line if you want to start a skirmish. start Binaries\Win32\UDK.exe CNC-Field?mutator=RenX_ExampleMutators.InfiniteAmmo,RenX_ExampleMutators.SuddenDeath You can change the "Win32" to "Win64" to use the x64 binary; you can change CNC-Field to another map name to play that map (Look in UDKGame\CookedPC\Maps\RenX to find the right name if you don't know it.). You specify mutators by the "mutator=[Package].[Mutator]. You can add more mutators in the same package by separating them with commas, like in the example above with InfiniteAmmo and SuddenDeath. If they're in different packages, you will need to add the package name as well. Hope this helped! If there's anything I missed, someone else should be able to see it. I'm pretty new to them myself. : ) HIHIHI
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Suggestion - Next Classic TD Vehicle - GDI Sidam
HIHIHI replied to CoreDefender's topic in Renegade X
I think so too. (Although having it as a crate vehicle would be nice too. I vote for both. : ) ) More generally, I think that maps that are kind of specialized to certain aspects or others would be kind of neat. An air map, like Akbaro said, or a map that has just TS vehicles, with maybe one or two regular vehicles, etc.- 9 replies
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My number one favorite RTS is probably CNC3. I have also played all the other CNC games, except for RA2 and RA3, and they're really all nice games. I don't play them all that much anymore though. Age of Empires is definitely a great game! It probably ranks right behind CNC3 on my list of RTS favorites. Age of Empires 3 is pretty good, but the original is better. It's just too bad you can't get cheap digital downloads for Age of Empires like you can for the CNC games. Our disks are scratched quite badly. : ( That's pretty much it. : ) HIHIHI
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So I think it would be kind of fun to have a drivable version of the skid steer/digger that is in the SDK. The question is: would getting this thing drivable be too big a project for a first-time vehicle rigger/3d modeler (me)? Or should I start with making my own simple models, purpose-built for rigging and driving? Any modeling I do will be in Blender, unless someone can tell me of a better solution that's still free. I don't want to pay hundreds of dollars or more for software I may not use very much. Thanks, HIHIHI
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Yeah, it would be boring. And the rest of your team would have to be on board with you doing it. Just a thought, the game's good with or without it. Haven't noticed the q-spotting disabled, but I do know voting is disabled. (I try it all the time, and it always fails. You think I'd learn. : ) ) Thanks, HIHIHI
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So in the Patch 5.361 Changelist It was announced: + Fixed being able to see stealth units when you were dead However, you can still see everything else before you respawn, for apparently an indefinite time. This could be used to stay in base and watch what the enemy is doing (preparing a rush, demining buildings, etc.). I know that I have used this to see if my C4 destroys a structure/GT/Turret, but it could be used more nefariously. I just wanted to bring this to the devs' attention in case they hadn't already thought of it and made a decision (which may very well be the case). Maybe a respawn could be forced 10-15 seconds after death, or 10-15 seconds after friendly units have left the area (to let people watch the end of the game-winning rush from their spot of death). I don't know that this has been abused, and I don't think it's terrible; it's just something I thought of (as I lingered after death to watch my C4 : ) ). Thanks, HIHIHI
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Good to know! You can definitely expect more questions. : ) I guess I will start a WIP page sometime soon for any interested parties.
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Root of problem: My landscape material had too many texture samplers. It was at 12/12 max. I simplified it to have 10/12 and now I can paint five layers and a hole without a problem. Again, thanks for your help!
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Ok, thanks for your help!
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Well, I've found a limitation. I lose all textures in a component of my map if I try to: 1. Paint more than four layers in that component, or 2. Paint more than three layers in that component if there is a landscape visibility hole. Is this a known SDK limitation, or do I have something set up wrong? I tried on Whiteout and was able to have all five layers of its landscape material and a visibility hole in the same landscape component. Thanks, HIHIHI
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Okay, I will have to look around and experiment some. Thanks very much for your time! HIHIHI
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Yes, but doesn't the material have to be set up with a LandscapeVisibilityNode in the material editor? Currently if I use the eye tool, it just removes all textures from the landscape component I use it on. Anyway, I will get the new SDK version and work with that. Thanks, HIHIHI
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Thanks a lot! I'll do that and see if I can get some tunnels in. HIHIHI
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Hello! I've been playing RenX for a few months now, and I have started to make my own map, with the help of kenz's tutorials (Thanks kenz!). I would like to add some tunnels through my landscape. The way people say to do this (as far as I can tell) is to set up your landscape material with masked blend and then plug in a LandscapeVisibiltyMask node into the OpacityMask part of the material, after which you can use the visibility tool to paint away landscape. The problem is that this node does not appear in the node browser. I can search for "land," "vis," "mask," etc, but I can't find it. My SDK is from March 3, 2017. (I know it's old; I just didn't want to download a new one in case I decided mapping wasn't for me. I would have the newest one by now but someone said in-game that there was an update planned and to hold off until then.) Anyone know what the problem is? Or is there no problem and it's all me? : ) Thanks, HIHIHI