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Ruud033

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Everything posted by Ruud033

  1. Cool! really like the prism tower, allthough I expected it to be taller near the middle frame. Pillbox textures look O.K.. I still see the tiles so to say. You might wanna create a diffuse map and edit that somehow in photo shop, to give it that weathered look.
  2. You guys are doing an amazing job! Stuff is really looking nice here. Out of curiosity: how much polygons do you models have on average?. For texturing, you might wanna ask Action Hank on this forum.
  3. Awesome! looking good. You might wanna group some of those S bends and copy pasta those all over. At the beginning, when i started making my map, you told me that i shouldnt go mad with the decals. That made me wonder like, what's the actual limit? Or does a good cull make miracles happen
  4. Still, after all those years, brings back memories. Not advertising or anything.. it's just, childhood http://www.n00bstories.com/home/radio/ Awesomeness.
  5. Man that tree replacement really looks like it's a pain! To bad there isn't a way to convert instances to static meshes.. All is looking really good though. I'd suggest you show off the visibility tool (for tunnel making) a little, or at least mention it so people can figure tunnelling out themselves.
  6. Problem solved. I've heard devs talking about this as well.
  7. Looking really awesome!!Keep up the good work, looking forward to this!
  8. This is because windows break client-side only I think
  9. Yosh you are being awesome right now! Keep up the good work, I would love to see this on the wiki too! If you need any support, I'm there if you need me.
  10. Nice system. You can also try setting it to Q by default (like battlefield) Have a new spot 'button' in the middle that says 'spotted' just like battlefield.. this way, when you quickly press Q, you automagicly spot because you didnt select anything else. If you wanna do/say something else, attack ref or whatever you can navigate to it. At the moment the center of your spotting UI is blanc.
  11. Keep the dynamic sun!! I think it's a cool custom feature that really shows off the possibilities of UDK
  12. So finally got it to work.. its a lot of work if you have multiple meshes.. here are the screenshots and here's the story for who ever want to recreate this him/herself: First off, I placed the meteor where I wanted it to hit the level, so for me that'd be here: Next off, I took all of the location's of all the actors in that particular landing place, made a list in notepad++ (cuz excel freaked out on me) I needed these coordinates for the matinee sequence. Next up, I moved the asteroid back up in the sky, somewhere I wanted it to start from (this can be anywhere) Once that was done, I made sure I could see it, and select each component individually (because you need to animate each component one at a time) Since I had my destination coordinates, it didnt really matter in what order i started animating. I did these steps first: 1. Set my total animation time 2. Slide the green slider to match the red one 3. Slide the black time-bar-regulator to the far right, so you're at the end of your sequence Then, once i got that setup, i did this repetitively: 1. Select the component i wanted to animate 2. Pressed F4, and slided the new window to somewhere i could reach it 3. Clicked Matinee again (selected the window, so it becomes active) 4. Create new empty group (enter a name) 5. Create movement track (should add the first keyframe already for you) 6. Clicked on the object properties window (the window that appears once you press F4) 7. Set the coordinates (copy-pasted from notepad++) to the destination coordinates 8. Clicked on the movement-track of the specific object in Matinee once again 9. Hit enter to add the last keyframe. 10. Checked if it worked well by sliding the time-bar a little and checked if it moved 11. Set the time to the far right again, so i was at the end of the sequence. 12. -repeat- NOTICE!: All the keynotes are 'lineair' instead of curve/clamped Result in matinee: Trajectory as it looks like in the SDK: And last, what it looks like in Kismet. Will post a video soon.. still have to add more particles and sounds etc.. Kismet is getting more complicated as round up the impact sequence. Have added alot of particles and sounds.. but it really looks nice. Edit: video NWeGISxeiAE
  13. Jep. Totally agree (check out kenz his custom_tut map, he also did it there, near the GDI base) I would not use the rocks as ramps themselves, because collision on the rocks can really fuck things up. (invisible walls etc)
  14. So I thought I'd just post this for other mappers.. I learned this today. - Animating multiple meshes at once using the same pivot point in Matinee Example (11 meshes) So, what I first tried was the following: - Created 1 group in Matinee -- Created 11 movement tracks -- Tried to animate all meshes seperate This failed. What I tried secondly was: - Created 1 group in Matinee -- Added 1 movement track to the new group -- Animated 1 path and therefore had the correct trail set -- Copy-pasted the group so I had 11 groups, each group had 1 movement track (already set) -- Changed the object variable, hooked it up to a different one (the tiberiums and the trail) This also failed, all paths scattered. Instead of all going to the same point, they went haywire and scattered around the map. When googeling (google is your friend) I came across this: https://forums.epicgames.com/threads/92 ... in-matinee This works as a charm! Here you can see the object list with it's properties. Notice that I left the object variables there so you can check the names. I'll remove the object variables later, but keep the list. Edit: UDK crashed sadly Once i got it back up, i tried creating this once again, but this time it also scattered.. will have to set each static mesh's movement individually then.. that sucks.
  15. Looks really promising!! Really looking forward to it! Am I assuming correctly that you'll have a mix of urban warfare? Your idea really reminds me of my time in Battlefield 2142.. there was a map called Camp Gibraltar http://www.tacticalsites.com/~draeh/images/maps/2142/Camp%20Gibraltar%2032%20Players.gif I liked that map a lot, even though it was a stalemate.. lots of vehicles got destroyed by the infantry on the upper levels. I wonder if the bases aren't to far apart though.. if you've got some resistance in the middle, how long do you expect it to take to get from base to base?
  16. I'll drop it in the blue tib field, killing everything inside it's fixed radius.. I'm considering dropping it after 10 minutes or so
  17. Updated post #1
  18. Then you haven't done it the right way! Post a screenshot -or- your target path in your shortcut. Back on topic: I believe a good map has got several paths leading to the bases.. Though there has to be an orientation point for every player in the map to hold on to, so they know where they are in the map each time they're there. I really like the horseshoe-design maps (or U-design) because you can set an objective in the middle, and create infantry shortcuts right across that U. Examples of those maps are Islands and Field. I based my own map upon that principle as well, and I think Henk did too. That does not mean that other maps which have more of a H-design are not good, take whiteout, or vulcano for example, both good maps too, just different gameplay. Bottom line is that you need to figure out the routes really well, then you'd be able to get a good gameplay. Because I believe when you're building a map, you're not only making a nice pretty looking landscape with some assets in it, you're also designing a gameplay.
  19. Thanks! Me too - Update; edited the #1 post, added several zones to fix collision on the foliage. /offtopic Jello, if you wish to contact me in persona, I'm always on thematrixren IRC irc.thematrixren.net. I couldn't send you a PM cuz of this;
  20. Allright, well i changed the dominant directional light a bit.. did do a little. Still have to mess with the settings a lot though.
  21. Jep
  22. So I've rebuilt lights, added fog, added mountains in the background and added the first boundries.. But, I've also changed the Dominant Directional Light's color... The map seems to be so bright right now, even though the settings are EXACTLY the same as those from Mesa_II.. http://i.gyazo.com/b4108c2c56cd08354147ae31d0c9f4fa.jpg So weird! I really don't know why it's doing this. Nielsen could you please say how you got mesa so dark? This is an exact copy (I mirrored the settings) of your D/S Rest of the map is going on well.. I've done several optimisations, however, after rebuilding lights my mapsize went from 120MB to 588MB.. so still have work to do. Edit: figured that one of the trees I used had a shadowmapres of 256(!!!!), set all the resolutions of the trees to 32. Its at 160 MB now.
  23. Awesome! really like the idea.
  24. Can't you place the skeletal mesh and set the LOD to 3? (force LOD3)
  25. Hey people, I've been working on this map for quite a while already, even before the SDK was out for the masses. I've been posting on thematrixren.net forums but I'll post it here from now on too. Timeline: So I've been having some idea's about making a map. I'm really fond of Tiberian sun and I remember one of those missions where you have to save a crashed Nod-Scrin tech ship. I always wanted to go inside of this ship, never could. This made me sad. Now I've got the power. GDI Cutscenes of Tib sun: As seen at: 5:20 - 7:31 AxByWYI6-Nk And, on the CNC Wiki: http://cnc.wikia.com/wiki/Alien_warship <-- Be sure to read this, quite interesting. It is all in the timeline of Renegade. Gabriel Maung helped me out quite a lot with the ship, he modeled the interior parts and also helped me a lot designing the interior! Be sure to check out his website at www.gmaung.com These are my first thoughts on layout of the map, It's got a bit of a horseshoe idea, just like Under As for the setting, I was thinking of a sort of Mesa2 like setting.. with rain and thunderstorms.. to really accentuate the alien ship (glowing etc) Got the model in 3DS Max First looks At this point I decided that I needed a unique feature in this map. This is when I added the weapons factory at the bottom right of the following screenshot. Future air vehicles will be able to get bought here. First test of the interior First paintjob Textures fixed First foliage (will delete this later on due to several reasons) Tiberium eating the forest slowly Added mega tiberium (á la CNC3) added water, added waterfalls Have no idea what to do with this spot ( I still don't at this moment of posting)\ First tunnel development (yes you can get inside the ship) First tunnel development x2 . Further development Scale impression: Updated the ship, so textures are lost Updated the WF in the middle Added some nice lights in the Nod base Added harvester paths Pimped GDI ref ( no you can't shoot the silo and damage the building, its just a filler, but looks cool) GDI base overview this far: Got the Orca list to work. What it does, is it spawns the Orca, adds it to a list and removes it from a list when it's destroyed. This allows me to have a seperate vehicle limit beside the one already in the server. So we have X amount of vehicles (serverlimit) + X amount of Orca's Got this text to appear on screen (need to rescale that obviously) First test! Just server testing purposes, see if the map runs etc.. I found out that it needs to compile shaders on the first run, so the first time you load the map, the game seems to crash, don't panic however, it's just compiling shaders. Wait it out, then, after a while, it's gonna kick you out to the main menu. No worries still.. just re-join, and voila! Added the entrance Work in progress Re-added foliage and went from 350MB package size to 140MB Added rocks Custom PT terminal! Enter the matrix! So that's where I am right now.. still got much to do I think.. loads of optimisation, still have to add the details that really fill the map. Also I'm looking at ways to tighten the map, so it does not feel that large.. I'll update news when I get to it, really busy with my personal life atm. Update; Added serveral zones to cover the foliage collision. Set the instigator variable to an object variable instead of a player variable, shoutout to all mappers; never use the player variable unless you have 1 person playing your map, because it checks the playerlist rather than what it says it supposed to do. The setting player Idx "0" ALWAYS refers to the first person in the server list (player#0) so only he/she can buy or do shit. Made a little something that will fall out of the sky
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