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Everything posted by Henk
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What's up Ruud?, can I please have this map added to your awesome server? Map name: CNC-Snow Download link: https://www.dropbox.com/s/zsrdeue2hjtli ... 3.zip?dl=0 Topic link: viewtopic.php?f=138&t=75599 Thank you in advance, you're awesome.
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It works now with setup nr.2 I did check out the code with Diffchecker.com, I still have the previous SDK version, but the only thing changed was that the building captured sounds were added. New version is done now: - fixed all problems that were posted. - You can jump off the lower balcony now. - blocked off sight when you try to look through rocks or the tunnel mesh in 3rd person view. - The dirt in the landscape has a normal and specular map now. - Small changes to Post Processing Colors and the moon's color.
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There's Goldrush too
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That picture is made in his texturing edit-software (is it substance Painter?), which supports metallic and roughness maps, UDK doesn't have that as far as I know, unfortunately. I've been very dissapointed when I made my materials for my custom meshes look really good in Substance Painter and Designer, and then have them look pretty 'meh' in UDK. I still think the material looks good for the most part, but the metal part in the middle needs to be more specular.
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Why was the second seat rocket removed actually? Maybe a bit OP, but you could nerf its damage instead of removing the thing? I liked being able to do something while being a passenger.
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I like Agent's scenario, but didn't like the ending, I think it's better to let the player win at something instead of die. The other points aren't really all that necessary for a first tutorial, maybe make a Basic Tutorial and an Advanced Tutorial.. (or 3 levels even, oh and reward the player for completing them?) But as long as the mining system is "broken", why not try to get this: viewtopic.php?f=35&t=75969 You don't even need a tutorial for mining if you have this. (As long as it's easy to implement)
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I like the colour of the terrain, it's a desert style but it looks different from Walls, Canyon & Eyes. However it does look like you've blended multiple textures over each other, and one of them is tiling a lot, and the other is stretched a lot. If the scale is too smale you'll see the tiling, of the scaling is too big it will usually look pixelated.
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Thx, but decided to not go through with this, the animation wasn't the only problem. I foresaw a lot of other difficulties coming up when trying things out.. A lot of stuff would probably take me days to make and still look way too "hacky". Making it in Unreal Engine 4 now though (because I still wanted to make the game, and this turned out to be a good opportunity to learn working with UE4), maybe ill put in some renegade assets Already have a character running, floors, turns, obstacles and coins spawning semi-randomly and being removed, and the coins add up and obstacles kill you. But don't expect anything super cool
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Hi, I'm working on a mini game for Renegade X, an infinite runner, where you have to dodge, jump and shoot obstacles and turn left or right at the right time or else you fall off/die. I need to procedurally spawn paths and obstacles for the player, as well as some pick-ups, and I think I can figure that all out and make it mostly via Kismet, the problem I have at the moment is the animations. The character needs to stand still, but still show the running or sprinting animation at all times, walking backwards and forwards will be impossible, only strafe will be possible. It's the world around the character that moves. How do I make it look like my character is sprinting all the time, while it's actually not moving at all and you dont need to hold shift or W/up arrow? I only need it for the GDI soldier.
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What kind of data is stored? And in which format? Updated the css a bit for larger screen resolutions, added some info text.
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You can compile the map right now, F5 > open CNC-Crash_Site, next time you load the map it won't take long.
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I like to use Steam to keep track of my hours played, and see that I played as much Renegade X as all my other Steam Games combined.
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Driving out of bounds on Walls... Allowed?
Henk replied to djlaptop's topic in Feedback & Bug Reports
I can sneak around GDI's base with infantry on whiteout and only enter the soft level boundary for 1 second. -
The link hasn't been updated yet, still the same version as the one on the server. Thanks for finding these. Had already changed the rock you could get stuck on after the testing session, and have fixed the problems you've shown me now. Also fixed the thing you pm'd me, don't know why the blocking volume on top of there was so low.. Edit: apparently a blocking volume didn't do the trick, used an invisible mesh, no more problems. Now does anyone know what exactly changed about the silo's since beta 5? In order to make it give more credits there was something I needed to change. It was mentioned on teamspeak but I couldn't follow, there was a lot going on at the same time.
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Driving out of bounds on Walls... Allowed?
Henk replied to djlaptop's topic in Feedback & Bug Reports
@Agent, the situations are quite similar, and then the discussion went on about blocking volumes, that's why I started about Whiteout. Isn't it possible to put hard block volumes behind those soft blocking volumes? So even if someone tries, he will eventually after a couple of meters walk into an invisible wall. But anyone who doesnt have bad intentions just walks back to the battlefield and never runs into that invisible wall. -
Driving out of bounds on Walls... Allowed?
Henk replied to djlaptop's topic in Feedback & Bug Reports
Of course this shouldn't be allowed, it's clearly not what the mappers intended to have. It's an exploit. Like I said in game yesterday: "screw level design, just walk anywhere you want." Same thing was happening on Whiteout, which has even more places where you shouldn't be able to get to but now can. It's all fun when you get to do it and kill a building, but wait until the other team drives their stanks over rocks and walls to your Refinery.. (which I showed Nod how to do after they lost HoN to the same kind of exploits, eye for an eye) If it's allowed, why not make it visually clear to everyone then, here's the new design for Whiteout: Ketp some rocks in there for cover, gotta have that.. Or maybe enable ghost mode for everyone? -
It's size is the biggest problem. GoodLuckWithThis1.png GoodLuckWithThis2.png And subterranean and amphibious APC's? No thank you. And TS Artillery would be annoying as hell. Banshee's, Harpy's, Orca Fighters& Bombers, Disruptors, Stanks and Mobile Repair Vehicles could work though.
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I can make it upcoming saturday, the 2 saturdays after that I can't. Crash Site would be awesome, if it's ready to test by then. Haven't checked out Grassy-Knoll in game yet, would like to test that one too.
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Done. Not just the collision, also edited the model a bit, of course. Also fixed a bunch of places where you could get stuck or get in a rock. The rock you could go in did have collision, but was scaled up too much, the collision mesh isn't perfectly aligned to the visible mesh. Next up is ficing the silo's Kismet so it again gives more credits than the default silo. Waiting for more feedback before I build lights.
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Yeah it looks cool. will you add more stuff to the interior for cover? You could make it look like an excavation for example. And maybe have some landscape with sand material poke through the ground, like they're small piles of sand or dust. That might look realistic.
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Did you model the tomb yourself or were you able to copy it from the original map with it's textures?
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What i mean is understandig how to get past them.
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Was on team 1, had some good games, too bad my mic didn't work. Loss of our PP on mesa actually came after we destroyed the Refinery (and Barracks right?) I was defending that game, and lost connection, to come back to a destroyed PP Islands was pretty epic for me, I was in the GDI Ref with B0ng and some others, and helped cover the ions at strip, I was mostly defending and repairing on other games but that was fun too these games, a lot more dynamic than usual, mostly because of the teamspeak coordination. Good comeback on Mesa, team 2! And those last 2 minutes trying to beat you on points were intense.
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That is exactly what is being done at the moment Config > UDKRenegadeX.ini : RecentMapsToExclude=3
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These first 2 are in original Goldrush too but now you're at it maybe you can change something about it: Being able to go off the ladder by going left or right, when there's a cage around it. By that ladder, possible to stand on thin air here. And a new one: You can get up here, because of the rock's collision mesh it doesn't look like you're on the rock, it looks like you're floating next to it. And the pillar's collision by the factory but you already noted that one in-game.