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Everything posted by Henk
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Oh wow, I can't add more than 4 when I use the Layer Blend node? But Lakeside has 9 layers without problems, how? I also read on the internet that 4 was the max but I guess it's not. Learning new things every day And yeah the color variations come in handy because you only need one texture. One thing I also find annoying is that you need to use up 2 of your texture spots, if you want to use the same texture but with different UV coordinates, like in the distance blend.
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Don't know my plans for this Saturday yet but I might be able to make it to the first 1 or 2 games.
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DOWNLOAD: https://www.dropbox.com/s/ir6oruzyzhljrfj/Renegade X Landscape Material.zip?dl=0 Download contains a package with some textures, and the map file, please note that this map can not be played, it's just there to showcase the materials and so you can see how I've applied it. This landscape material combines a lot of techniques used in existing maps, and I've also added some things of my own. It would've come in very useful for me if I had this when I started making maps. So that's why I'm sharing it here now. One problem when making a landscape material is the fact you can only have 4 different layers, when you would make a very basic material you would only have 4 different textures, this material enables you to have a lot of variation on your landscape. I'm using blending techniques based on: Distance Height Vector (direction) Texture Sampling I've used a lot of comments to make clear what everything does. You can expand on this yourself by adding more color variations, using different textures, adding normal maps for all layers, and adding distance blend to all of the layers. Here's some preview screenshots: You can create color variations based on the height of the landscape, very useful when you want to make a canyon for instance. There's 4 different, subtle, colours now but you can go crazy with it and create a rainbow cliff if you'd like. This layer uses a texture to blend between 2 color variations. this way it looks less repetitive. You can also blend between 2 different textures so you could for instance have grass with patches of snow or sand. This way you don't have to handpaint your cliffs anymore, and it saves you a layer. When the landscape is above X height, the rocks become covered in snow, used in combination with the vector based blending. Useful for mountian tops. The nodes: Should be clear enough to follow.
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Still need to fix Reservoir some time. Tunnels is finished.
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How does this work on Snow?
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Every Good Story Must Come to an End - Newbie's Retirement
Henk replied to Newbie's topic in Renegade X
This. You'll be back -
I like the Doom theme. I think the Nod shotgunner would listen to this beauty.
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I can scale my chrome window down to 296px wide. Everything still works at that resolution.
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@Madkill40 Good ideas. I think tiberium splashes added to Stealth Tank missile impacts would look awesome. Wondering how to balance it out for both factions; so imagine GDI team donates a collective 10.000(?) credits to get the Railgun technology on their Medium Tanks & Mammoth Tanks (So again, similar to C&C 3). What would Nod get for that same donated amount? And on which tanks/units? Flame Tanks & Stealth Tanks? Or also Light Tanks? Or maybe just on infantry? Balancing these asymmetrical factions is hard Where would you rank the Light Tank? Mid- or High tier?
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Yep I notice this too sometimes. This is why the game needs some form of matchmaking. If it's done right I bet we can play any time of the day then.
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Haha Jumping further instead of higher could work and could be fun. But that's not jumpjet infantry. I like Railgun upgrades for mammoths & meds linke in C&C 3, and Nod should also have something similar, don't know what.
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Why not give them a changing accuracy like a lot of games have? I mean that your shots will be least accurate when you are sprinting, and most accurate when you are standing still and you're using the scope. Maybe make the projectiles slightly bigger to compensate. You can make the crosshair wider and smaller to indicate this, if you've never seen it in a game, here's a good 360p example:
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Put some rocks over them
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Yep it's been ready for testing for almost a month now I mostly need feedback on the gameplay but I'm starting to think releasing it into the game might be the best way to get that kind of feedback, unless the test session would get a decent player count. But that's not up to me. But of course I can also get good feedback and impressions with a low playercount. But seeing 12 to 20 players on each team would be really nice.
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@Ruud033 Mentioned it was added in the release topic of the map
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Maybe we can test Tunnels this saturday before the PUG or on saturday/sunday afternoon?
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@Agent I don't have 4K, but I have 2 1080p screens next to eachother, so I do have the correct width when I don't maximize the browser and stretch it to the 2 screens, here's a printscreen: http://i.imgur.com/IuEDind.jpg
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Nice to see you're making them again
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Gobi is about as different from the original Field as it can get. No base defenses, 3 base entrances all accessible for both vehicles and infantry, no U-shaped map like Field/Under but more an O shaped map like training yard. A huge shared tiberium field, do I need to go on with naming the differences, or was my 'wat' enough?
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Miscellaneous Quality of Life Improvements
Henk replied to Blastburn94's topic in Feedback & Bug Reports
Armor bar below health bar please. So you dont get an empty space between the building icon and the health bar when the armor is depleted. -
Me too! a weekend festival even Maybe we can plan another day for testing new maps, I need at least 1 serious game on Tunnels to get some good gameplay feedback.
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On the Deathmatch server, the one with Deck, it's a good addition. Captain Obvious out
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Beside my own idea, I also like Kaiser and Havoc's ideas. Sort of like a UAV in CoD (In Black Ops 2 at least, haven't played any other CoD, but I'm gessing they're in every recent CoD)