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Handepsilon

Totem Arts Staff
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    2008
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Everything posted by Handepsilon

  1. I know this is about half a month old but... Yes, you can include it along with the map, but to prevent package mismatch, these assets must be final without any additional tweaks before being put to use by multiple maps
  2. Click the Build Lighting only button, and it'll give you a small window of checklists. Just uncheck 'Use Lightmass' Also, you can easily convert your terrain into landscape. There's a button for that in landscape menu PS : Lightmass exists starting from the First version of UDK, far before Landscape is replaced by Terrain
  3. Yooo Ruud, my man, do you think you can put this one back into the test again? Map name: CNC-CoastalSmall Download link: https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Topic link: viewtopic.php?f=135&t=75087 PS : In case of any other errors, please send me the logs again
  4. I fear that if you move the tower on that spot, the space between Strip and HoN would be narrow enough to doublekill the HoN and Strip
  5. Elaborate please?
  6. Making a ship and its' explorable areas could be quite a hefty job, not sure if it'll be worth it. Also, do remember that this is Tiberium timeline, not Red Alert 2
  7. IIRC, it was one of the cause of crashes back in Beta 3, or at least thought to be
  8. Perhaps he was lagging?
  9. DOWNLOAD LINK [small Version] : https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Things prioritized to check : - Game-breaking Rock climbings - Balance between Nod's overdefended rush-ready base and GDI's less entrance smaller base with water GDI-only route - Mine amount - Possible holes in terrain - Graphic lags - Old SDK compatibility with current version - Config ini file Will need help on Lightmass building, currently using old-school Unreal Engine 3 lighting build
  10. Download the full new sdk, extract it to different directory, copy your self-made files to the new directory, delete old sdk, (OPTIONAL) rename the directory just like the old one Also, editing out dev's script is not recommended as it will possibly cause some script breaking. Derive from the script with new actors.
  11. Ahhhhhh the Ruins meshes from UDK's Foliage map, gotta love 'em. Map's looking good so far
  12. Nice to hear Ruud (congrats for your ascension too btw) Anyway, here's last update on the small version, which will be more prioritized over the original one - Added Pathnodes on new path (AI path will likely be faulty due to slopes and small spaces) - Added more vertical rocks to prevent rock climbings that allows glitchy beacon placement (Nod Refinery and Power Plant were susceptible) - Closes the hole in the cavern's pool - Added more foliages, now with bushes - Reworks endgame cinematic camera due to map tweaks Map will be uploaded tomorrow, along with the lists of things that needs to be checked
  13. I have embraced the boink fairly quickly, and I was new to Renegade multiplaying. It's just part of the murders in the RX now That's not to say that I'm against any attempt to make options for sound changing/disabling
  14. Compile crashes means that you did something terribly wrong in the script, check anything, probably components properties
  15. First, check collision with C key. Second, I think DaKuja had that problem once, and it lies on the volume themselves. I once had it in a small UDK based project when I made a heavily geometrically edited volume. Try rebuild geometry.
  16. Then a smart enemy will let those mines sit there useless so that the enemy has less mines in base
  17. I think I suggested this once. This would be useful and allows people to.... well, ignore some tiny elevation problems
  18. @Cudaker : Unless we remove/replace the crystals, which is a quick process
  19. About tiberium, we don't need to stress it to far for a replacement, we can just say they're valuable radioactive substance or toxic wastes that needs some cleaning ups and reprocess
  20. So I won't be posting any SS for now, but I've edited the small version map again - Added 2 more infantry entrances on Nod base, totalling the entrance to 6 (including Hovercraft path) - One is the hill where Obelisk used to be - Another one is the beach passing a destroyed GDI Weapons Factory and a buried GDI Barracks - Added more defense turrets to guard infantry and vehicle path. - Added 3 on the hill infantry path - Added 1 on top of Airstrip - Added sniper deck on the back side - Removes one Guard Tower - Changes Light Tank spawner to Buggy (original), APC spawner to Recon Bike (TS) - Reworks some rocks to make it less climbable, decreasing chance for vehicles to glitch above the rocks - Beautify the landscape - Added Tank Blocker static mesh to differentiate vehicle-passable paths and otherwise The rather shorter version is that it makes Nod more defensive, yet able to rush faster and earlier. It becomes race against time for them. The longer they spend time to attack, the more chance GDI can build up enough forces to swarm the base from all direction. While GDI needs to chip through the defenses and damage base via infantry, while building up tank forces to push through and repel assaults.
  21. Something from RA2/TS = NEUTRAL VEHICLE Would be fun if this actually makes it into the game, I can imagine urban landscape with these fragile transport vehicles
  22. If by base game you mean Renx_Game.u, it's ALWAYS a BAD idea
  23. You might also want to check Game View mode in viewport. If it's invisible in game view, the SkelMeshComp is set hidden
  24. ....the .u files need to be more compact. Separating them would just cause problems later on
  25. Do you wanna research about Bali as reference for the map? It's called 'Paradise' after all
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