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Posts posted by TankClash
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New updated version moved some of the lava volumes causing damage to large vehicles when near them (hopefully) if not let me know where they're at via screenshots
added and moved random stuff, re did terrain textures a bit.
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Another version removed stretched rocks added more infantry paths adjusted the size of the track decals move around a few things
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On 7/21/2021 at 9:11 AM, RustyShackleford said:
When ref is destroyed, instead of blowing up the harvester, make it drivable.
and add 5 gun ports..
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Updated, new computer, it's been awhile...
There's some changes, but not many(in this version which is meant to test some random stuff I changed) this is not the finished product and am open to constructive criticism.
PSA: Following screenshots ARE NOT the current version but the next one + whatever changes added
added an new extra area to the GDI tiberium field approach useful for flanking
Moved the Guard tower closer to GDI TIB field for defense
sorry for ugly unlit screenshots but light builds take 3.5 hours
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Hey man, I know that you don't even know me or anything, I know life can take over at times, I...we appreciate the time you took in this project, I wish you the best. We appreciate the effort and time you put into this for everybody, you have no idea how many people appreciate you.
Just don't forget Renegade 😛 wish you the best.
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Correct me if I am wrong but this is a feature that can be enabled on a server, so your problem isn't with the feature itself, but rather the server you play on, honestly IMO disabling kick vote on a server with active players that moderate should be a thing, but obviously that is something left up to the server that has has that feature enabled...
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More playtesting can yield a flying version of the map will be completely revamped as long as there is enough interest I have been working on a finalized version that doesn't look so crummy, feed back is required
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I'm uploading the latest version will some improvements
Fixed floating trees and bushes, adjusted culling, rock textures, slightly improved AI pathing
(I can't seem to do anything about AI Nod buggies, they refuse to leave base. unless I did something wrong )
Added the mini map, some cover was moved around
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Here's the latest version.
I was able to add the minimap provided by Madkill40 - thanks & to Luhrian for showing me how to.
Once some playtesting and feedback happens I can make any changes needed and will also include the minimap
Also found a few floating tree's should take care of them in the next update
Removed shadows from power plant fans causing them to cast strange shadows outside of the building
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On 12/9/2020 at 7:03 PM, Madkill40 said:
@TankClash Yo! Took me a while to get round to making this.
Mini_M_Kiluea1.tga^Map Extent: 52400
99.99% Accurate (Player pin-point to Map position)
When you polish off this map, feel free to add a little extra around the outside - This is just a temp minimap for now, because something is better than nothing. Also tested out a bit of an effect to see how it would look.
Updated Luhrian showed how to add the map so that'll be on for the next version
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I've added some fog volumes near the outer edges of the ocean it helps a bit.
Added some cover for Nod, I did leave 'some areas' that can be hit from afar all be it a bit harder than before now as that seems to be a norm with most maps it's kind of unavoidable but should be pretty easy to counter.
also fixed some of the stones and shores of the lava river.
I'll have an update available once the light build is completed.
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Thanks for the update, no need to rush, a polished product will be worth the wait.
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On 9/14/2020 at 7:40 PM, Mystic~ said:
The version I installed had 'test' in the name, but the new one still causes the error for me.
I can still do the APC glitchy thing near the lava river down from the metal infantry crossing bridge, also spotted an area where the lava texture didn't reach the edge of the trench. There's also one bunker at front of the Nod base that looks a bit odd as its not placed on a completely flat surface, just small quality points. I just found the new lava stepping stones towards GDI weapons factory, but it would be even better if there was some cover from the AGT missiles.My fault the ealier versions of the map had the RX_Kilauea package in UT3 folder which someone pointed out was the wrong place to place it, you should delete that package and re-add the rx_kilauea package to the CookedPC\RenX\Environments folder.
The Nod bunker is being moved in the next update see the post above. as for the "APC glitchy thing"
I'll have to raise the shores of the lava river since the Lava damage volume causes vehicles to bounces around and the hitboxes of the vehicles are larger than they appear(at least near the wheels/tracks), hence this now makes falling into lava almost certain death.
Next version will have some cover from AGT near WF lava hop spots, should be ready in a couple hours, glitchy vehicles near lava should stop bouncing, brighter.
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I think you may be on an older verison, this one has the AGT doors are facing the base and the APC glitching you spoke of thing should have been fixed.
Indending to do another update and move the Nod bunker so it's looking down the path like GDI's
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Meh, they'd want 20 USD dollar for shipping, ... I can get the same mouse cheaper on Amazon.... also a pretty generic mouse
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I'll add some cover to WF and obelisk and Hand of Nod and move the wall closer to GDI bridge and remove that small area , added burn area on the cooled(but still hot) lava
Spoiler
I did make the approaches narrow enough so any kind of ranged attack wouldn't be too effective since there wouldn't be a large area to mass bombard from 1 spot, multiple exists and avenues of approach can help defeat any kind of ranged camp bombardment so long as the team reacts accordingly.
adding glow to cyrstals doesn't do much since it's in direct sunlight didn't really have any noticeable difference fancy tiberium looks good in darkened areas. But I will add some decals
I don't know how to cut holes into meshes, can't find any tutorials about that not familiar with any kind of 3ds thing so making my own = nope so if I want windows I will have to make my own out of a bunch of assets glued together.
The invisible wall leading to Nod's Tiberium field should be gone now, don't know what happened there...
There is about 1/2 as much grass than before and a bit shorter, I had to remove the large trees because they never loaded in.
I also rotated the AGT, I think that tower beside it is a blind spot apparently blocks firing of the missile.
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did find the pathnods in actor classes awhile ago, though I think AI intelligence is limited to the engine so they're gonna want to get confused when dealing with multiple paths options , the grass has dynamic lighting unticked also in the 3 types of grass are culled at a distance different distances it's not rendering all the grass at the same time only about 4000-6000-9000 distance and whatever is in your LOS it just looks weird without enough grass imo but I'll see if I can change it a bit.
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On 8/9/2020 at 1:32 PM, Tacitus said:
Dear Map Makers, why are these locations part of many maps?
I was just playing on Oasis, trying to snipe. I found a boulder along side the main path out of the Nod base perfect for hiding behind. As soon as I go behind it a "Return to Battlefield" timer starts, effectively making me jump in and out of cover so as not to die from the dreaded countdown. Why can't these off battlefield locations be made inaccessible? Is there any advantage to keeping them as is? This particular instance was incredibly annoying because this wasn't an "out of the way" location like many maps have that is considered off battlefield (i.e. Walls).
A screenshot of the area might help them more...
CNC-Kilauea
in Works In Progress
Posted
New version with some changes, fixes https://ren-x.com/applications/core/interface/file/attachment.php?id=8775&key=0f7931371e276f4b3ce9dcf3e4051b43
Check first post for changes and screenshots