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Ruud033

Former Developers
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Everything posted by Ruud033

  1. Try disabling the dynamic channel on the dominant directional light.
  2. The scale is quite big (to big in my opinion) to be a viable tech building candidate. I personally think the tech building should be part as an objective in the map, once captured, such an objective area should never be useful to say in, else there's no further goal to move to and the gameplay will stall.. (boring map) Scale it down by factor 0,33 and try again?
  3. True, if you made the config file properly then the guy hosting the server probably didnt add it in or put it in the right location
  4. This is because of the config file that probably does not exist
  5. Bump, I've seen many ppl asking questions about sound in the UDK lately, the tutorial I posted here explains a lot.
  6. I love that quote haha, I deslike you! It sort of became a legendary thing
  7. Just so you know this project is still alive.. progress is just slow due to busy lives.. and by night
  8. @Fffreak9999 could you take care of this?
  9. Not sure if you just want to remove the layer or alter the layer here. If you want to remove the painted layer just delete the layer. If you like to get rid of the textures to save up space and or optimise/alter the texture, you'd have to copy the material to your own package and customize it there. You always have to use 1 material for the landscape. What I'd do in your situation is just copy the CS material over to your own package and reassign it to the landscape, that way you get to keep your paintjob. You can edit layers/textures after. What is the time walking from b2b? and driving?
  10. Looks really promising here! Keep up the good work
  11. Not for multi-player, this is scripted. We'd have to change the base game in order to do this
  12. Its very hard to produce such a shader without completly blowing away the low-end computers. These shaders are very expensive. It requiers a custom lighting model and personally I dont see this happening without a dynamic opacity mask based upon the camera and multiple textures. Height offsets included.
  13. we should promote renX in the comments of that video to enlarge the playerbase,.
  14. Same here, just moved over to another city and got a new contract at my employer. I now have a contract for an unlimited time also really busy to get myself a new lease car. I've done some stuff to this map in between (when ever I have time) so i'm definitely gonna finish this map. Stuffs that have to be done now are the details as @Schmitzenbergh has mentioned. I could post some updates soon, expect them within a week or 2.
  15. Ruud033

    New maps

    Simplify the shaders, make use of existing shaders, make use of master-materials. (preferrably existing ones)
  16. Hello people, We're using the newer version of Complex for quite a while now, I'd like to gather your opinions regarding the old and new map. Should we stick to the old version where the airtower was further back or should we stick to the new version? Vote and comment below! Closing date is 4th of June (2 weeks from now).
  17. Strange, could not figure out what it is.. everything is setup properly on the mesh. It also has collision. http://prntscr.com/fabnoz Edit; Fixed it.
  18. Ruud033

    New maps

    The maps look fine to me, there will always be some minor issues but they are things that you have to run into and fix afterwards. Thommy learned how to create maps well They won't be added to the base game though because we decided that we will only use the maps that were once in. We have already setup a neat system for fast custom map downloading so these maps are excellent candidates for it. @Luhrian if we would add every single custom map to the base game there will be no more custom maps, only official ones. Plus the fact that lots of ppl from ex, india have bad internet and are not willing to download a 2gb patch every time. This will shrink the playerbase. We have a decent system for custom map support and if people/server owners will actively exploit that, the custom maps will come in rotation eventually. Check out old Ren and the Übermappack for example..
  19. I was referring to the shader complexity, not the lightmapresolution
  20. Can't delete the prefab sequence, thats a UDK error. It'll just sit there forever, empty, alone. The D3D9 compile error has got something to do with 3 pieces of landscape I think. You could try to simplify the shader and check out where the error leads to but I'd just ignore it. Can't fix this as easy as you might guess. You have to simplify the used shaders in the map in order to cut the building time. We don't use cooked packages so can't pre-compile shaders. Simplifying shaders will come at a prettyness-cost though.
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