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Posts posted by Ruud033
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Civi vehicles would be nice to have first, we could easily implement them in the base game fast. If you could have your main focus there it'd be nice.
The rest of the vehicles are to be discussed, as they would possibly compromise balance.
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I still have some files for a civilian bus. It never really got finished tho. Because I lack the 3DS skills.
The bus is very high-poly. It needs to be brought down. This along with other civilian vehicles are for sure things to be added to the game.
If I'd send you the files @iridesence can you maybe finish it?
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On 7/2/2018 at 5:31 PM, j0g32 said:
@Ruud033 and @Schmitzenbergh were on something like that for C&C Storm, but I think one problem is that visibility is client, and post-process (including fog?) can be switched off...
Jep we tried but it's almost impossible with dynamic lighting in ue3
And PP can be turned off yes
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Good initiative! Try to sketch around your idea first using paint and what ever simple programs. We can give you some good feedback on what would work and what not.
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Looking great! Keep up the good work! We can always use custom models to add to environments. Don't hesitate to share them, no doubt they'll be used one day!
The thing is (also mentioned by others already) it has to be UDK ready. So preferably as low poly as can be. If you want to keep the detail, i'd advise to bake the normals and secure detail that way.
Furthermore its important to have the models in a certain size so they snap to the UDK grid system. Modulair pieces are born there.
I'm looking forward to your stuff! Perhaps its a good idea to have some kind of database / showoff on a website or somewhere else where we can view your models (marmoset?) so mappers can pick
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On 14-2-2018 at 11:03 PM, Madkill40 said:
What about a kismet lightning storm which strikes the domes in the map? Just to keep the map to have its 'storm' aspect
We already made the whole scene in kismet, there is no other option. It's the lighting that also has to change along with the dome, thats the issue
On 14-2-2018 at 11:03 PM, Madkill40 said:Have the map in a constant storm (like Mesa)
This makes up for a really depressing scene, in the past we've had a lot of feedback that people like daytime maps better.
On 14-2-2018 at 11:03 PM, Madkill40 said:Its similar but not the same to the original concept
If the original concept doesn't work out, change it
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10 minutes ago, kenz3001 said:
you could do it with 3 levels (1 with buildings main... 1 with non storm and the other with the storm) but it would make the transitions very abrupt and the buildings would look funky after the transition
Correct. There is simply no effective solution without color lookup tables / post processing OR huge affecting dynamic lights. But since this isn't cryengine or frostbite that won't work.
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On 12-2-2018 at 3:59 PM, Ryz said:
So who here is willing to make an 'all dutch squad?' I can ask Machette, but are you guys in @Henk, @TK0104, @Schmitzenbergh, @Ruud033 and who else did I forgot ?
Team name ideas:
"If it aint Dutch..."
Klootviool squad
DutchBangersHaha I'm in. But I can't guarantee I'll be availible that much. @Nielsen might want to join too, and bibi ?
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On 10-2-2018 at 3:00 AM, Madkill40 said:
Couldn't you just use a dense and gradually darkening fog instead?
Or (b)force post-processing for this map only?
Sadly, no. I have to mess around with the lighting to get a decent quality look.
And there's no such thing as forcing to PP... We're gonna make it a daytime map else it will never be released due to us not having much time to work on this.
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Looks promising! Try making the high poly first, bake normals and then go low poly.
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On 4-2-2018 at 9:06 PM, kenz3001 said:
my implantation of the day night cycle was 100% dynamic storm uses a "semi dynamic" system
mine had the light "rotate" wile changing colour wile storm uses a light that never moves but only changes colour (afaik i havent took a good look at maps kishit)
This is correct. Unfortunately we struggle with optimisation still. We are almost forced to use Post Processing. Messing with the lights themselves (dynamic lights because static is.. static) causes to much performance issues. I've had contact with lots of other developers in UE3, most of them cheated by using a post processing scheme and a color lookup table. We also intend to use this, but, since there is the possibility of turning PP off, people might have a unfair advantage.
Therefore we decided to make a daytime version only of this map with static lighting. We also consider making a night version, but have static lighting. Especially since we have a lot of stuff in the map and the map itself is quite large.
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Just so you know, this is still a thing. We're having issues on performance at the moment and fixing this by testing testing and more testing
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Sorry, that's just UDK
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On 25-11-2017 at 6:13 PM, poi said:
I just got this one :
before i used this one:
Both very good would buy again
Do you have a preference for symmetrical mouses ?
p.s. I must've bought this mouse 3 times already (lol) https://www.cnet.com/products/logitech-g5-mouse-usb/review/
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Haha this looks quite funny
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On 21-11-2017 at 1:31 AM, KrypTheBear said:
I log in as admin on CT just to spam radio commands and sometimes ignore messages in the wage of glorious spam
Haha so I'm not the only one
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On 6-11-2017 at 9:03 PM, Schmitzenbergh said:
Busy with it, but we can get the appropriate result. Might need to change the whole mesh.
No the mipmap is shit
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Keep up the good work! This map looks really promising!
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20 minutes ago, Madkill40 said:
Need these. Just these mpre than anything.
Jep, please rework those civilian buildings, need more urban maps.
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yean post more screens please
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New tanks?
in Works In Progress
Posted
This looks great. Maybe try some more trucks and cars as civi vehicle next.