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Henk

Former Developers
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Everything posted by Henk

  1. Just came here to say I passed the class for which I made this site, meaning I also passed the semester I'm not working on the site anymore, the official leaderboards have improved now anyway. I'll keep it online for a while because I have the domain name until December and the hosting is free for me.
  2. And about any other infantry. Offtopic but: did I notice correctly yesterday that a Chem spy does no or reduced damage an enemy chem trooper? Because that's a pretty cool detail.
  3. I only think you are correct about the blocking volumes, but that doesn't make the game about to die. And yes the stealth bug still happens sometimes, but rarely.
  4. I thought he was based off Cain from that incest story thing in the bible.
  5. Henk

    Tiberium Silo

    I'm making something like that outpost idea inside my dam on the map Reservoir i'm working on, purchase terminal could be a nice addition to it, didn't think of that yet.
  6. If the invisible blocking volume doesn't work for certain projectiles, place a big, low poly mesh in there and set it to hidden in-game. I had this with Snow and fixed it that way, it's a bit hacky but it works. But if you're gonna rebuild lights, maybe you could also move everything up in the Z axis, that will probably fix this problem: viewtopic.php?f=124&t=75940
  7. Have you tested if both the PP and Airstrip will be hit by an Ion Cannon if you plant a beacon in between them, if yes, do you want both of them to be hit? It's not likely that spot will get ion'ed a lot because of the turret and the obelisk's position, but still.
  8. Press 4 to switch to remotes quickly. Also works on other weapons with other numbers but I use that one most frequently.
  9. yay Snow Did you ever get the trailer actually? I could send it to you or one of the other devs so you could post it to Facebook if you'd like. It really feels like the game is nearing completion with all these bugfixes.
  10. If you're standing on top of an empty vehicle, you need to jump and then press E to get in.
  11. I see that Piek mesh in 2 places. I'd also scale the basalt rocks down, it takes some more effort if they're smaller meshes, but it will look better.
  12. I still have the repair pad, the one I was going to put in Reservoir. Maybe I can make that one a bit prettier some time. But I can already tell you I won't be doing any other structures than that.
  13. Thx! That is sort of the style im going for, I want it too look a bit used, eroded and rusty, and the modern stuff is now placed in there because of the tiberium war. Some exterior pictures: Still working on the material of the walls, and i'm gonna vertex-paint some more variation on it. The concrete balcony is now made up of metal catwalk meshes, because it looks more varied this way, and it's easier for me .
  14. If you place the buildings far away from each other, it'll be easier for SBH's to nuke your base, engineers have to look for it and it's even harder since they're slower now. The buildings on X Mountain used to be further apart from eachother, and they were put closer together because of SBH nuking.
  15. I've made more progress today. I've only made the right half of the interior, when that's finished i'll copy/mirror that side to the left side. Please keep in mind that this is just test lighting, I will add lights to the walls and maybe ceilings but that will be the last step because having a lot of lights means building lights takes a lot of time. The UV channels and the wall and floor materials also need some polishing. And the screenshots also look a bit more grey/brownish than the way it actually looks, that's something my PC likes to do for some reason. Floor 1: Some cover and elevated parts for extra fun If you look closely you can see some water puddles. Floor 2: As you can see here, the entrance on this floor is a bit closer to the center, and leads to a catwalk part, accesible from ground level, and makes it possible to walk around to the other side of the dam. Here's what i'm gonna do for the dam's main feature: There's a capturable MCT here, capture it and 2 gun emplacements spawn for your team (enemy ones get destroyed when it's captured to neutral), the color of the walls also change to the correct team color, also visible on the outside. So it's a capturable control point in the center of the dam. I've considered giving the controlling team guns on top of the dam, but that would be too OP, it would be too difficult to leave your base at the infantry path. If anyone has any ideas on other stuff to give to the controlling team, i'm open for suggestions! (You can also slightly shoot outside, but not over the entire field from there (yet?)) Keep in mind that I don't have any Kismet done for this yet, just worked out the idea, and hope it's possible to make this. I'm doing this instead of the destroyable component, because this is a lot more dynamic and back and forth, plus I think it's not really and advantage or a disadvantage for either teams if the river level would rise.. Maybe i'll make the water level rise at a certain point in-game just like Ruud's meteorite, but I don't know yet. Floor 3 is still too empty to show off
  16. It would be cool if that animation was played when the gun emplacement you are in got destroyed. For tanks it would break the gameplay too much but for those static emplacements I think it's ok.
  17. I like the skybox. Buildings seem a bit far apart from eachother.
  18. Indeed that's a very annoying spot and difficult to counter. I complained but apparently it was legal, even though it's only possible since they made changes to the blocking volumes in the map and it doesn't at all look like that is made possible on purpose. It's clearly not the way the map was designed, but maybe it is now, I don't know.
  19. Progress! I made the dam out of modular assets, it was a pain to get all the texturing and uv mapping good, had to do a lot of stuff over, multiple times, but the exterior is now finally nearing completion (98%), pics soon. Also working on the interior, made the right halves of the first 2 floors yesterday, and today I've been working on a nice vertex painted material. To have some water puddles on the dam. Here's an image from my test level where i'm putting it all together: Might take the amount of reflection down a little, there's also difference/variation in elevation but you can't really see that in this picture.
  20. I always get that light when I play in editor, what is that? I've never seen it in online games.
  21. Henk

    SDK bug?

    I always go into Brush Wireframe mode for that (Alt+1)
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