CarrierII
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Posts posted by CarrierII
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Once you get the hang of it, you'll be churning out terrains.
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RIP.
I always enjoyed his acting in the cut scenes.
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Sounds sensible, but I for one would love to bomb a Nod base to bits with an A10.
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Maintenance
in News
yay, Webpage!
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Well I've gotten and enjoyed the past 2 UT games. I wasn't specifically planning to buy UT3, but with Renegade 2007 on the line, I'll have to buy UT3 just for Ren2007![/b]
Sums me up as well. -
I want to fire it!!
That is amazing.
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I wonder how you're getting around the time limited trial... (I've got a few ideas, but I won't post them)
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What if I have my Internet browser set to some sort of TTS mode? lol
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Shouldn't this topic be called "Take a listen - Remix of.."
Sounds good.
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I just learn its position in the list and how to manipulate the list to get it to be in view (I used to be at Xphaze, so simply sort it by Server Name, starting with "z")
Jeep Rubi's method is much better.
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BHS are doing amazing considering they've no support from EA, whilst the anti cheat in UT has support from Epic...
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I think the real question is what weapons and vechs?
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I am taking a guess that you can import BSP based terrain heightmaps into Unreal Ed 4 and therefore you can create the terrain (but not the BSP based tunnels, for example) in Unreal Ed 3 and export the heightmap and import it into UED4.
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Hi, I want to play it as well.
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I LOVE IT!!!
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Heh, -very- WIP, but looks a little like field (stand on the far bridge and look towards the GDI entrance)
Yes, no textures yet, let me make it look more like field please, I've had to teach myself terrain, I normally build indoor maps out of BSP primitives, this is a different kettle of pregnant hamsters entirely. (long story)
Enjoy, or not, lol: (the strange texture that looks like low quality lights is a placeholder, so I can differentiate it from anything I might add - speaking of lights, we need someone to remake the lamp post, it appears in about ten maps...)
[/img]
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I'd certainly donate a little to someone if the team were to host one.
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Hi, I'm CarrierII (which is why my nickname is CarrierII...)
I like this mod a lot, and can (sorta) map, and I'm getting better.
I'm trying to make C and C field right now for UT2004 (I know it's unlikely to be compatible with UT3) and I'll post some SS once it starts looking more like field
Carrier
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I feel I should I add that UT2004 could run at mid to high detail on my (very old - and now dead ) rig;
Socket 478 (none of your fancy EM64 dual cores) P4 2.0 Ghz
768 MB SDRAM (Not even DDR) @ 133Mhz
AGP 4X bus (half the speed of AGP 8X, which in turn is easily less than half the speed of PCI-E X16)
ATA133 HDD (No SATA drives either)
ATI Radeon 9550 512 MB (the only thing in there worth more than ?70 lol)
So, you should be fine on any PC dating from '03 really.
Application For Staff Position
in Renegade X
Posted
(I'm borrowing Killa's application style because I thought it looked good)
Nick : CarrierII
Availability : Medium for the next two weeks then quite high
Skill(s) : Fair and improving knowledge in Unreal Edit
Work Examples - Video of C and C Field.ut2
Before I link you, I think I'll just take a moment to explain (and hopefully Titan can back up what I'm saying)
The map in the video is made out of BSP based terrain, this renders fairly quickly, does fairly well for collision and self-optimizes () - The editor use a heightmap to store the shape of the terrain, this heightmap is saved as a texture within the map file, which like any other texture in Unreal, can be exported, because it can be exported, it should not take me too long to remake this in Editor 4.0 (Through re-importing it and generating a terrain based on it). However, things like static meshes (Lamposts and rocks are good ones to put in as static meshes, there are lots in many maps) and BSP brushes (The bunkers and bridges) and Emitters (The waterfall) won't be exportable to Editor 4.0, so I haven't bothered to make them (Well, it would be a modeller who made the static meshes). Hopefully that made sense.
The textures are the orginals from Renegade, something closer to 2048 X 2048 would be better for terrain, not 256 X 256 - however, i'm not a texture artist
I am also aware the barn is bright pink. (Don't have unwrap skills so can't get the original texture to work... )
12 MB video (Field.rar)(Needs Windows Media Player and WinRAR)
I also have an idea as to how, if you wanted to, we/you (depending on whether or not you accept me) can go a bit C&C-3 style with the tib crystals, but it won't affect gameplay -
If you made about 5-7 different (and simple) tib crystal models, and then imported them into Unreal, and used them as a deco-layer on the terrain, it would create a C&C-3 style tib field, but as deco-layers don't have collision enabled, people and tanks could walk/drive right through them. Just an idea
Finally, I hope you accept my application to join your team. Even if you do not, I shall stick around and help where I can.
CarrierII