-
Posts
1081 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Events
Gallery
Everything posted by Ruud033
-
Hey Freak, During the compiling of your map, I came across this notification on the server: You may have to check your landscape material for errors..
-
Updated CNC-GrassyKnoll to 1.3.1 Updated Crash Site Added some old maps that I still had laying around from several developers. Added CNC-Tutorial Added CNC-Snow Added CNC-Sniper-Vantagepoints Added CNC-Chasm Added CNC-Containment Added CNC-Coastal Added CNC-CoastalSmall Added CNC-JFF-Rockethill Current maps in the server: CNC-Crash Site : https://www.dropbox.com/sh/cselfidlu0ck ... SauHa?dl=0 viewtopic.php?f=135&t=74944 CNC-Beach Head v1.2 : http://www.mediafire.com/download/ynn0f ... d_V1.2.zip viewtopic.php?f=138&t=75638&start=15 CNC-GrassyKnoll_Ion : http://1drv.ms/1MKkzcB viewtopic.php?f=138&t=75566 CNC-Sniper Park : https://www.dropbox.com/s/seqwvodgol04r ... k.zip?dl=0 viewtopic.php?f=138&t=75610 DM-M13 : https://drive.google.com/open?id=0B2ze9 ... UZnZUJ0UUU viewtopic.php?f=138&t=75700 CNC-Woods : https://drive.google.com/open?id=0B1Ch2 ... 3VJMVkzblk viewtopic.php?f=135&t=75721 CNC-Tutorial : http://doctorb0ng.com/renx/CNC-Tutorial.zip No known topic, author please respond CNC-Snow : https://www.dropbox.com/s/hy0nmf6ffbktb ... 1.zip?dl=0 viewtopic.php?f=138&t=75599 CNC-Sniper-Vantagepoints : https://www.dropbox.com/s/36lz386gt75eh ... 0.zip?dl=0 viewtopic.php?f=138&t=75605 CNC-Chasm : https://drive.google.com/file/d/0B6yEH_ ... sp=sharing viewtopic.php?f=135&t=75633 CNC-Containment : https://drive.google.com/file/d/0B6yEH_ ... sp=sharing viewtopic.php?f=135&t=75679 CNC-Coastal : https://drive.google.com/file/d/0B6yEH_ ... sp=sharing viewtopic.php?f=135&t=75087 CNC-CoastalSmall : https://drive.google.com/file/d/0B6yEH_ ... sp=sharing viewtopic.php?f=135&t=75087 CNC-JFF-Rockethill : https://drive.google.com/file/d/0B6yEH_ ... sp=sharing viewtopic.php?f=135&t=75233&p=150192&hilit=jff+rockethill#p150192 If you want more maps to be added, use this template and post below: DO NOT FORGET TO INCLUDE THE MAP.INI FILE FOR MINE AND VEHICLE LIMITS!!!!!
-
Any updates on this?
-
Hey dev team, Can we please change a setting in the Mesa_II skybox, can we please uncheck the 'allow fog' checkbox within the shader setting ? That'll make it much more useful for usage in other maps (such as mine:P ) as well, and also optimizes performance! Edit: Random info: Unchecking this tickbox sovles the weird flickering in the sky if you have it on your own map. (I know I have it and Kenz also has it in Volcano)
-
CNC City flying takes a lot of time and modelling, especially the custom meshes are a pain. I might look into this in the future with my current modeling artist. But I first have to finish CS and have it playable..
-
The only proper reaction I can think of when seeing the image: Btw: Did you change the doors in the Scrin ship? all the waiting on the doors to open was a bit meh... Yes I have removed the proper amount of doors. I think the amount that's still in need to be there for the tunnel system to be realistic (and I also need them in order to cover up some culling )
-
Good to hear man! Even better to hear you're still around and interested
-
I would really like to see this map finished! To bad Henk isnt here anymore
-
The master material tutorial is for optimizing the level as a whole, I think the skybox will fall out of your master material (as mine also does, I have a seperate material for my skybox as the shader is very specific) If you need help wrapping your head around materials, go youtube that shit! A couple of good examples are: Pro tip: UDK calls shaders 'materials', however, they're not actually materials, they're shaders. A material instant constant is a material (a MIC does require a draw call to display when you look at it)
-
Hey guys, Since recent times I came across using master materials. Nielsen has told me it's better off to use them instead of making loads of materials(read: shaders) So I've been googling the web, and came across a neat tutorial. If you're interested I'd really advise you see this, because it can really have an impact on performance(in a positive way) http://polycount.com/discussion/75364/c ... ene-in-udk Part 1 OFDMFDOu474 Part 2 TmE-8WeUupM Part 3 2B5EN16trtI Part 4 Ctf4ApAeLv8 Part 5 ueGc6BdDwsk
-
Well it depends on the mesh what kind of resolution you're using. If you're using half a sphere you have to use like 2048x2048 or 1024x1024.. something in that range. If you're using a whole sphere you also have to use something similair. If you're using more of a banded kind of mesh, you can use a tailor-made texture that's like 2048x512.. I'd avoid this at all times unless you're having a really complicated sky dome! So, to wrap things up, I think you're better off doing the stuff in photoshop, because when you apply a polar coordinates node thing in the shader, you only add more performance issues. If you just load up a texture it has much less impact on the performance. So I think it's kind of strange that you didnt succeed yet in implementing the texture. What if you take an existing shader and just try to change the material in there? Maybe the one from Mesa_II ? If you look at that texture, isn't there something you can learn from that texture?
-
You can also setup the light so the radius isnt that large, so you don't hit the rocks.. just amplify the brightness value of the light to make it shine more bright
-
if you trace the setting that I have to change in order to make this a marathon I'd be happy to integrate this map in the testing server
-
I'll add this to the test server a.s.a.p. 1 note though: maybe you need to add more pointlights in the tib field, more green lights, so the tiberium actually glows..? and/or boost the emissive channel on the tiberium material a bit more?
-
Can you verify that the map does not automagically set the time limit to 10 minutes?
-
Just an update; I've been working on the interior, fixing collisions here and there.. It's a lot of stuff that I don't post in here because it's just multiple small stuff that needs fixing.. I am also converting from multiple materials to one master material, so we don't have to compile so many shaders.. Fun fact (thanks HandEpsilon): * Materials in UDK are actually shaders, the more materials you have, the more shaders you have to compile * Material instant con stances (MICs) are the actual 'materials' which we apply from within the shaders General rule of thumbs is, don't use too many shaders, use shaders with swappable textures and make a lot of MIC's if you need to Take a look at Mesa_II if you need an example, Nielsen has definitely learned me a lot! Map updated in the testing server as well!
-
If you can wrap up the materials in a package, we can override the materials used in buildings! Just need the materials...
-
Sad to see you quit, but I understand! Maybe you should make an underground map, so you don't have to bother about the sky and landscape etc.. etc.. It's also easier to finish I think!
-
Poster mods? Are you trying to find billboard meshes, or CNC textures? For the textures I'd suggest you use Google, for billboards.. well there are plenty of websites out there that offer free billboard meshes..
-
Backup Power for Offline AGT and Obelisk
Ruud033 replied to RadicalEdward2's topic in Feedback & Bug Reports
I very much approve and like this idea!!! Only 2+ hotwires isn't enough in my opinion though, I'd say 5 hotwires or 8 engineers, else there is no point of killing a building at all... I'd also make this a server side option in case some server owners don't want to implement this everywhere -
Hahaha nice, well said thanks! I'll look into it as soon as possible, at the moment we have some issues hosting the official testing server! Expect an answer by the end of the week