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Handepsilon

Totem Arts Staff
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    2007
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Everything posted by Handepsilon

  1. huh, sometimes it happened. You didn't move the directional light in-game right? From the looks of it you seem to have rebuild your lighting
  2. lol, but shouldn't you post this on the fun at testing server topic
  3. Wow, amazing! But.... are you sure Scrin architecture is Necris-like? Well, if I look at Renegade's own, they seem to look a bit arabic and such (whatswithpeopleusingarabiansettingsashostilecontentanyway??)
  4. You're supposed to use aircraft or a passenger to capture it. But currently the silo was too high for a swimmer... about the obelisk.... are you passing it when it's raining? I don't know about your problem too much tho
  5. B0NG... ...it is time... MAP UPDATED
  6. according to RypeL (he was in-game) that was just a visual bug. When you get damaged, the UI went back to normal
  7. Yeah, you can use Planar on the propertoes then adjust it with the U and V settings You can actually make StaticMesh this way... but UVW will most likely be overlapping
  8. Someone Screenshot an Orca that has 400/375 health. In third person, it became 106%
  9. Currently DottierManager4 and I are attempting to make small experimental machinima film for RenX in the Testing Server. But we kinda lack of people to do them all. We managed to get some scenes on our own, but we still need some volunteers For those who doesn't know what it is, Machinima is roughly a movie taken using a game. Of course, we can use the SDK instead, but I feel that it would take quite a long time... and it's just not as fun We manage to abuse the 'ToggleScreenshotMode' for our gain in recording, so weapons and hud are hidden if we want to record third person actions. But that means only Dottier is in action. We really could use some bored ppl in
  10. Use Planar on the surface properties
  11. News Update : I have let a performance hit issue slip away, so Ruud's map build was cancelled. It was not in vain however. The map lighting build is now decreased after following his advise. Download : https://drive.google.com/file/d/0B6yEH_ ... sp=sharing 0.0.5 will include : - Removed 2 silos on the Nod base, added one silo in the water cavern, GDI favored, but Nod can get it if they want - Added aircraft, tweaked blocking volumes so Aircrafts won't get away from the map. Aircrafts can get to the infantry path, but buildings can be used as cover and refill. -Added Rocket Emplacements on Nod Barracks as Aircraft counter. Currently they can't be manned by Nod. Will tweak later - Added overload function on one destroyed PP. GDI needs to touch the MCT inside to mildly damage ALL turrets, PP, and SAM sites. Nod can immediately restabilize the power by touching the MCT themselves. The power will go back to normal in a few seconds if Nod fails to recapture the MCT. Regardless, GDI can only use the switch every one minute. This is noted by the pole that glows green when stable, but glows red when unstable... - Added experimental weather system as a showcase. Map will shift from sunny to rain in about 8 minutes. During the rain, light will decrease, and fog will thicken about 50x, hampering visibility, but providing GDI clear field as Obelisks won't be operable during the fog (it lights up). Note that sky doesn't get dark if you turn off post-processing - Added PTs for both GDI and Nod in the barracks. Nod's PT is inside the capture Barracks (the one with Nod flag and ramps) by the MCT spot, but the heat of the room will eat up health mildly and cause sight disorientation. GDI's PTs are at the similar place as usual, except two is inoperable - Added Hangar on top of the hill filled with Nod vehicles, but guarded by 2 GDI guard towers that some GDI survivors SOMEHOW managed deploy inside - Added anti-airs on bases. Obelisks only receives 2 SAM since the Obys are anti-air themselves in this game - Decreased number of Nod Turrets, now with 400 health - Changes LOD for several destroyed buildings. Their lights no longer glow except for Barracks. - Fixed blocking volume. Destroyed Tiberium Refinery behind the wires is no longer accessible - Added one-way passage behind PP near the field entrance for Nod tanks shorcut - Move the Strip to the edge of the wall - Added AGT behind WF - Expanded the fortress to the field entrance, but removes unused area on the back. A large space next to Hand of Nod is reserved for a special building that will spawn Kane when destroyed - Slightly tweaks fluid actor, now water wave effect is not as drastic as before - Slightly moves Obelisks - Less Lightmap Resolution for destroyed buildings. Lighting build without Lightmass now takes 17 minutes as opposed to previous 1 hour - Added Rx_Game as default game, hopefully will fix time limit reseting from infinity to 35 minutes All addition stated in Pre-0.0.6 is added to 0.0.5
  12. Also check if your 7-zip is outdated. It happened to me when my Winrar couldn't extract files because it's ancient
  13. Huh, thanks for the insight, Ruud. I know what it's for, but I'm just too lazy to play with it I heard from guys in Epic Games forum that lighting from trees and grass that has moving material (the swaying movements) should not use Precomputed Lighting. You can increase map build that way, or so they say anyway... anyway, looking forward to play the map (which happens to use my name suggestion. How come btw?)
  14. More update, due to request of some more filler in infantry path, made this scene Destroyed Barracks with operational GDI PTs (also per-request) Destroyed Barracks by Nuke. This one's hacked to serve the Brotherhood > So... just that. Next will post about the hangar, requested by Dottier
  15. If you want to NOT be mainstream...
  16. Nah, I don't think you should use them Don't put the materials into the asset btw, just the actor in the level. If not, it's not gonna show up in the game when you publish it
  17. After placing the rock, open its' properties, go to StaticMesh, then look for Rendering inside it. Then look for array called Material. Add an item once, and look for a desired material you think would work. Coastal's rock was like that too
  18. I concur... it's a little bit over-the-top speed-wise on the Deck server, but adding it to the normal game in a less crazy fashion would make getting out of the water a bit less of a hassle. Yeah, I was thinking of how you can get up easily on games like CS, Half Life, UT.... but you can't get up in RenX. It's quite a problem since you need to be precise about the slope. Even shallow ground in Coastal's infantry path is near-inaccessible to swimmers
  19. I think your spec is much better than mine
  20. Note, the jumping out of water function needs to be in stock game as well. It's rather impossible to get out of water without proper slope....
  21. Coming from an average UT player... your first rule is to NEVER STOP at all. Campers are usually get shot easier (the guys that wait on top of the box are really easy targets). Secondly, do some bunny hopping around during combat, though that doesn't always save you... but you can hardly aim people who does erratic moves... Third, you can dodge around like it's a fighting game, but in RenX's Deck, it locks you to a specific direction so.... Fourth, immediately suicide upon picking SBH. It's bugged atm Fifth, as adv. engi, set traps on health packs or passages. If that doesn't kill people, it will thin their health for you to kill them
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