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Everything posted by Henk
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I would like to be able to see what ranks the people on my team are with Tab. My framerates are also significantly lower than on the previous version, is this because of the mines & minefix?
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Had the same thing as Ryz 2 weeks ago.
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Topic was bumped and immediately hoped the new version would be out
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I love the new Obeliks sound & visuals. But I think the higher tone, that charging sound, could be a little lower in volume. Maybe the pitch too slightly.
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That sign is also in Complex.
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I didn't really like how Canyon Night and Mesa day looked anyway , their original versions just look way better in my opinion.
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Feature Request: Alternate building & vehicle textures
Henk posted a topic in Feedback & Bug Reports
Hi, I was wondering if this is ever going to be implemented into the current version: With all the desert and snow maps it would be awesome if the tanks would change a little over time. Being able to replace the building textures would also be nice, having a small layer of snow or dust on the buildings would look so awesome. And maybe someone would be even willing to make 4K textures for the structures. I know there's been talk about this but (when) is it coming? -
No the wheels are too rusty
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What I did for the trailer for Snow is a bit complicated because you need to use the UDK and use some Kismet: I made 4 camera's, each with it's own set route flying across the map. I made 4 triggers inside the barracks (can be placed anywhere, but preferably somewhere where enemies won't kill you), 1 for each camera, when you touched the trigger you would see what the camera is seeing (much like the endgame camera after each round). Also made controls to control the speed of the camera, the option to reset the speed, and to go into reverse. It's a lot of work, but the camera is smooth, if I still have that version of the map I can make a screenshot of the Kismet or share the map with you if you like.
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Better find something else againt the cold then
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I'm afraid you will have to remove the Airtower completely, and re-add it, be sure to add all the objects of the Airtower to a group after you've converted the prefab to normal actors. That way the windows will move too when you move it (and have group selection enabled) You can also go to View > Enable Translucent Selection, but it's very hard to select the windows with all the lensflare sources (looking in the upwards direction may help), and also hard to get them positioned back in the right place.
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Where can you see the enemy base at your base entrance? I need a screenshot because I haven't been able to find that yet. With MRLS and Artillery you need to be at least halfway on the battlefield because of their range. With Gunner & Rocket Soldier you can hit the enemy base from just outside of the tunnels. Not sure how much of a problem that would be. Hoping to get some opinions on that. I've actually made a simple 3D model of the map layout, and used that as guideline while mapping, and made sure base 2 base wouldn't be possible. But if by base entrance you mean the tunnel exits, than yes that's possible with a Gunner, but it's also a dangerous spot to stand, it's almost in the center of the battlefield and it's easy to counter. Fixed some things after the test session, - Can't get behind the fence in GDI base anymore (not that you could get back into the base but still), I had collision set up there but it was missing one face somehow. - Fixed a bunch of places where you could get stuck. - Made changes to tankblockers. - decided to move the Power Plant and the Airstrip further apart from each other. - added some more rocks to the Nod Base. - Changed collision on the small rocks on the ground in some parts. - Added spotlights to the vehicle tunnels. - Saw the mini-map compass and noticed my sun was in the east or west, but way too high in the sky to be that far east/west, so moved it to the south so it fits with the mid day setting. - Made the sniper (Also allowed for other classes don't worry) cliffs a bit more narrow. - Added cover to the infantry tunnels in the form of mine carts: Can you sit in them? Of course you can!
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Yeah that's the one I was thinking of. Some day i'll play it
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Was Germany controlled by one of your friends, or is Germany's AI always strong, because of WW 2at that time? I want to check out one of these types of games some time in my life, but I prefer medieval/renaissance period, and re-do the Dutch Golden Age but then even better . But I think invading Germany before 1939 with one of the big & strong countries can be fun too
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Can I please have this map added to your awesome server? I will provide a link to the proper folder structure so we can merge stuff easily and everything is noob proof. Map name: Tunnels Download link: https://www.dropbox.com/s/mk9qjgwar336mqb/CNC-Tunnels-1.0.zip?dl=0 Topic link: http://renegade-x.com/forums/viewtopic.php?f=135&t=76494 Thank you in advance, you're awesome.
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Added cover in the trenches/tunnels Added some crates and containers to the Nod base Added parked (some of them destroed) vehicles outside of the bases Added tiberium crystals and decals to the arch rock Fixed one of the endgame cameras that kept bugging out Fixed the Nod Harvester going over the airstrop drop-off spot when returning to the refinery (it would get destroyed there if someone had a vehicle delivered) Added Mini-map, made map preview image Fixed some meshes without a 2nd UV layer (for lighting) Added sun & lensflare Edited the cave pebble material Uploading version 1.0 after dinner. Edit: Download link v1.0: https://www.dropbox.com/s/mk9qjgwar336mqb/CNC-Tunnels-1.0.zip?dl=0
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Some new images. In-game to give you a better sense of the scale: Added way more support beams, cables and traintracks to the tunnels: (This tunnel is wider/bigger than you might expect from these images) Edited 1 layer of the landscape material to better match the rocks, and added a lot of these small rocks: Made field a bit more interesting with this on both sides, also added grass to the middle of my sand roads: And another pic where you can see the details i've added:
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Here's a couple of screenshots: http://www.happyconscript.com/work_daybreak_2013.html
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But I want pics!
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It's nearing completion already, so that should be possible soon. I want to add some more details (already added a lot after the first pics), and I need to add the PT scene, and the mini-map, and that's about it.
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I didn't take mushrooms, the mushrooms took me. Places. Good idea, I added postprocess volumes with a slightly more blue coloring, and some bloom, which looks pretty good on the mushrooms. But nothing extreme. And thx for the compliments guys
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Edit: Download version 1.2 here: https://www.dropbox.com/s/4gbuqx0o8ap2rki/CNC-Tunnels-1.2.zip?dl=0 Yoo I've been working on a new map. Still need to fix the framerate on Reservoir, I know (apart from that issue, it's finished). Started out by thinking of the layout, I wanted to make a map with multiple vehicle routes, 2 vehicle entrances, and also make it easy to switch between different vehicle paths, and have plenty of space for vehicles in the field. I really hope this level design plays well. It's going to look a bit more tropical/jungle-like than it does now, I'm going to add more ferns and maybe a different type of tree. I also want to add some more colorful and glowing stuff like the mushrooms (modelled and textured by myself ) Here's the layout: And here's a whole bunch of screenshots, the shadows look a bit brown/yellow-ish, but that's because something my laptop likes to do to images I paste unfortunately, the shadows are better when you see them in-game: These tunnels give cover from snipers when running from one building to the other.
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Those maps would be over sooner if there was a better way to communicate, to get rushes going, to get a large part of the team focussed on 1 objective. If the commander mod would be added to the base/main game, and the role of commander would always be assigned to someone (preferably not someone on his first day of playing), I think there would be a lot less short matches, and it will be way more fun to play, because of these objectives you get from the commander. The boring maps you named are all maps with advanced base defences btw, but I think the base defences aren't always the cause of stalemates. I hope Field X will play well.
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One way trip!