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Everything posted by Henk
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I think the Harvester still rolls out of a Strip/WF when it has just been destroyed, it's already "purchased" by the game. Just like when you buy a tank and your Strip/WF gets destroyed, you still get your tank delivered of course. Harvester in C&C95 was $1400. But I don't think we should buy it ourselves, would just be annoying, I don't think those mechanics should be changed. Most people already see the harvester as valuable, the first thing most people do on Walls and Whiteout for example is fight over the harvesters.
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That's canyon.
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I've made a seperate package for the repair pad, and when I release that package and the map, people can copy the kismet from the level file. Takes a bit more work than dragging in a prefab but still quite easy to do. Going to work further on the map tomorrow, had a busy week but now I have time again
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I just killed the harvester a couple of seconds before I destroyed the Refinery, and the Harvester still got dropped off, munched the tiberium, and brought the tiberium to the refinery, it did not give credits (changed team to check it) and it just went in and out of the ref bay, in less than half a second.
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Was thinking of making them more brown, to fit the mud/sand on the paths and by the river. To make it look like the sand and mud is sedimented from the rocks in the area. And thx for the comments everyone
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Constructive Tyranny has both AOW and Marathon, so we still have both game modes. Sometimes only 1 of them is filled and it feels like 20 people are trying to join/waiting for a free spot to come up, nobody wants to join an empty server of course. I don't know how many people are actually wanting to join but don't because the server's full, but I think if we would have just a slightly bigger playerbase there would be 2 or maybe even 3 full servers on evenings (Euorpean time)
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If we can stand on the lower ledge outside of pp and not get damaged by the tiberium on it, it will be easier toe defuse it. (Or is that already possible? can't test right now) The chems are just easter eggs I think. And about the Tiberian Sun soldier, go in Skirmish, press F5 > futuresoldier, and see what happens
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Wasn't the overpass ever made in a previous Dev attempt on City? Or maybe 1/some of the buildings for the map? You could also learn to model yourself, takes time to learn but you'll gain a new skill (before you ask, I won't do it )
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Did you fix the thing I pm'd you about?
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This was my dream once, tought it would be impossible, but if it is possible, I have that dream back now On a level of computing/calculations, what I'd like is for games to have super realistic physics, and actual sound physics based on the physical material of objects.
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This page was difficult to find from within the wiki: http://renx.wiki/wiki/Special:AllPages I knew it existed because the link was posted here, but I think that page is pretty important and useful, maybe you can make it easier to find?
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It's also in Reservoir (my WIP map), one of the first things I put in as soon as the SDK was out, and it will stay in the map. It works, but in 3rd person mode the camera is a bit shaky, same as when you stand on vehicles sometimes, nothing I can do about that.
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If that works that would mean we'd have to do that for every slope, and maybe even determine the angle ourselves and change values in the volume accordingly. And put different volumes down if the angle changes, so, what Kenz said.
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Edit: I had just typed out about the same thing but Hande explains it better with images. I doubt it can be fixed in a proper way, seems like an engine quirk.
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I've got a busy week ahead so progress will be a bit slower than it was the last couple of days. I'll update this post with screenshots later today (~9 hours from now probably). Things I did: - Fixed floating grass and rocks - Ladders - Added water + water volume, it's BSP now, will make a mesh for it later - Concrete base entrances at the dam side - Floor numbers on the walls, done with a Material Instance instead of a Decal, so everyone sees them. - Re-added Tiberium ground texture - Lights in dam - Post-Processing, some subtle level coloration - Lightposts at the back of the Nod Base - Some vines on structures - Falling leaves - Landscape meshes on the outside of the map Things I will do next: - Fix some UV Channels for the dam - Try to optimize water reflections on the dam - Culling - Improving the broken concrete - Road Decals yay - Ambient sounds - River mesh - Lake mesh - Swimming post-process volume - Try to get my character stuck on things - Minimap I'm also glad the Harvesters both arrive at their tiberium field at the same time Edit: Here's some pictures, I hadn't shown the GDI repairpad yet, and those mountains in the background are new too.
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I usually flesh out my maps by painting the landscape texture, then the height, and then rocks. Placing rocks takes a lot of time compared to painting. And before I even get started with the SDK I just draw the map on paper, just the layout, where the buildings are and some other points of interest. That workflow works best for me.
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And I was wondering why the WF has to be such a tall building, ideal for Nod's Artillery. Also a pain when making maps sometimes.
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Skirmish works for me, maybe you can try if F5 commands like addbots or changeteam make the game start?
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I was about to send you the map, but I fixed it. None of the collision modes showed anything, and I had rebuilt geometry (& paths) multiple times. I had some invisible anti-b2b meshes, but it wasn't that either. There were still some brushes in the map, the ones with yellow and purple/lila lines, I deleted all of them and it's fixed :D I did see a warning that some brushes had non-planar issues maybe those caused it.. The harvesters also didn't move, and I had to change to Nod to test it out because all the GDI spawn points were blocked off. Whe i used the ghost command to get through and shoot inside it, it looked pretty weird too, it wasn't just 1 invisible wall, the entire block was completely dense. Sorry for bothering you guys with this topic but I couldn't find the problem, and Google didn't help..
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Yeah with Kismet. I actually want it to behave more like a building/small base defense and make it have a health bar. Right now it repairs your vehicle if you're in it (and on the right team), also changes the material to a flashing one, and triggers particle emmiters for some repair sparks.
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I can't delete the foliage there, my brush can't reach it, whatever is blocking everything there, it's also blocking my foliage brush. But all the foliage meshes I added there do not have collision. I also noticed a lot of my foliage was painted 1 meter above the ground on some parts of the map. I have rebuild geometery and then paths, here's the difference: Before: After: Open image in new tab to gt a better view. Look by the WF, even less pathlines, it's like it's slowly swallowing up more of my map.. View in collision mode shows nothing weird, also checked for leftover brushes, couldn't find anything along the invisible block.. I could copyeverything over into a new project, but that will take a lot of time, and I might copy the problem over as well..
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Hi, When building paths I noticed the nodes had ignored a lot of nodes on multiple parts of my map, I checked ingame and noticed there were parts blocked off on the map, even for projectiles.. I checked earlier autosaves, an dless parts were blocked, these autosaves were made when I was in the progress of adding foliage, small rocks to be exact. All I can find on google is tutorials and questions on how to make blocking volumes, but this is not a blocking volume, it isn't showing up in editor, ingame (with commands). But when i want to paint foliage, the foliage brush sphere kind of goes up the invisible wall. So, it's completely invisible, in every view mode, and can't find it in the scene browser, but I can't go through it, paths can't go through it, and the foliage painter can detect it, and (I think) it happened while I was painting foliage. Does anyone know how to fix this? I can send the map.
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No pics but it did happen: - Replaced a lot of trees with treeline meshes - Added huge rocks in the background of the landscape - Blocking Volumes, also some to prevent getting stuck - 1 Soft level boundary added - Vehicle Blocking Volumes - Anti B2B stuff - More Landscape smoothing - Repair Pad meshes added back in, and moved to a seperate package - GDI repair pad now done too. - Repair pad now also works on Tiberian Sun and APB vehicles, even on Hover MRLS . - Added grass and small rocks - Added water particle effects Next up:
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Under that it says "Fire off-screen to reload", with a little icon next to it. There's more, the top of the bottom half of the Mammoth Tank says "Zombies are coming", and on the Hovercraft you can read: "Damn Keep Clear Cant Read This" And I think there was a rifle that had a killcount scratched into it, but I might have seen that somehwere else. Oh and to stay on-topic, I really like that you can break off a piece of wall on GrassyKnol, cool feature
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I found Tiberian Sun to be way darker in atmosphere. Also every level you saw was a complete wasteland, where in C&C 3 there were blue zones that looked really nice, and like there was still hope for mankind.