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CarrierII

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Everything posted by CarrierII

  1. Some sort of gameplay tutorial could be quite useful, the concept of C&C mode doesn't exist in most UT players minds, as they play UT, not Ren. A better version of the "Multiplay Practice" thing, or just a movie of examples of gameplay, with explantions etc.
  2. The initial plan is just for multiplayer, I believe. However... it would be possible to recreate the other parts, would be a lot of work though.
  3. The whole point is that the game is recreated, not reinvented. But the team are making minor changes to the design of units, so they're more realistic / nicer to look at.
  4. Yay for more texture artists. Maybe I should settle down and learn how to make basic textures... Hehe, we all need money. Let's go rob a bank.
  5. As for your PC problems. get some more RAM and swap that celeron out for a P4 with a similar, preferably higher, clock, and you will get by. Also, AGP cards are dirt cheap nowadays, so you could upgrade that as well.
  6. Makes my Fender look dull. Bah well.
  7. I map every function to my Q button. o0 I like the idea, it's probably possible.
  8. You need a new CPU and and a new graphics card. I also manged to get a hold of the Roboblitz game, and I bought a key to unlock the full version, so I'll be editing like mad!
  9. It's Unreal Editor 4.0 for Unreal Engine 3.0. Confusing? yep. Anyways, I've found a few spots for the Roboblitz demo. If this unreal engine's like any other previous version of the engine (Maps made in unreal 2004 3186 work in unreal 2004 3369), maps made in this editor should work, no garuentee though.
  10. Where'd you get the roboblitz demo from? And Bob's right, you can't fool Unreal into working unless you've installed it, really.
  11. Nothing wrong with gore, but I don't think the "killing spree" type messages suit Renegade, the game's tactical, not a deathmatch.
  12. 1GB RAM and that card can manage approx 70 FPS on highest detail in UT 2004, so you should be fine.
  13. Ever used Unreal Edit? It's probably the simplest editor for something as complex as a full 3D game, with particle effects, integrated simple and complex physics, vehicle handling, 3D audio with doppler shift simulation and the myriad of other features in Unreal. When you look at how complex the game is, you begin to realise why the editors are so complex.
  14. I don't mind either way.
  15. It does, but getting an exact brushwork clone of that barn would take some time, let me give it a shot.
  16. It needs to identical, other than that, it looks ok.
  17. Nope. Most of the stuff you're looking at was made in 3DS Max. Any maps you might have seen were probably made in Unreal Editor for UT2004 (Editor 3.0)
  18. The fastest way I've found is to edit the Renegade maps in Gmax or similar, extract the terrain mesh by mesh, and bend a peice of BSP based terrain around the re-assembled meshes. Time consuming, but yields higher poly maps than Ren (not suprising) which does lead to a loss of those weird semi-vertical drops (look at the side of the ramps going up to the tunnel on Field, in the field to see what I mean)
  19. Right... Coldplay Keane System Of A Down Red hot Chilli Peppers Snow Patrol Jimi Hendrix Paul Weller Kaiser Chiefs The Eagles U2 Embrace The Killers Maroon 5 Queen Placebo Christina Aguilera David Gray Dido Stereophonics Plus about 50 tracks from compilation albums.
  20. Meh... I'd personally just make the bridge out of BSP, the number of collisions that will happen on it mean that a high detail static mesh would slow it down too much, unless you used a collision hull, but then it gets complex.
  21. Viking, if you make a map out of nothing but static meshes you will see a very strange effect at the join between every mesh, you need to use the Unreal editor. Try here: udn.epicgames.com Will explain a lot.
  22. I imported the original meshes from and made my terrain around them, the accuracy should be very good.
  23. It won't do much, the originals from renegade aren't that high quality...
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