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Henk

Former Developers
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Everything posted by Henk

  1. Thx, I didn't think of those settings. I also had to use a Teleporter instead of a touch volume, it works now. Once the Teleporter is touched, it gets destroyed (after teleporting the harvester ofcourse). Edit: Never mind, it works in editor, but doesn't work in-game..
  2. They work for me, weird. Try these: http://i.imgur.com/YX04bSt.jpg http://i.imgur.com/3oL7eP6.png
  3. Thx Ruud, haven't done all that yet but thx in advance for the help.
  4. This is extremely low priority, but I wanted to note it anyways. There's 4 unnecessary objects hidden under rocks & landscape on Under: This is at the bunkers and tib field this is inside the rocks at the GDI Power Plant. Not a huge deal, but maybe you can take those out before the final release.
  5. How would you find the person that made the map over 10 years ago? Let alone contact them
  6. Hi, I know there's some documentation on the UDK engine, but there are also some specific things that I can't seem to find info on, and some things might apply to RenX only. So I decided to make a topic where anyone can ask questions, and hopefully those questions can be answered by other people I'll start off with my current problem: At the moment I'm trying to reduce the filesize of a map I'm making (Or better: Stripping down an existing map and making it into a sniper map), And I was wondering what settings I can tweak. I removed the bases and the meshes in those bases, which got the filesize from 200MB to about 100MB Then I removed a lot more meshes and lights, removed unused landscape components, this made a difference of about 15MB. I've lowered the Static Lighting Resolution from 6 down to 1, but it didn't really change a lot to the filesize.. I can't really remove any more meshes, so I was wondering if there's other things I can do to reduce the filesize, things like: Postprocessing effects, volumes, LOD's, change something about the lights' settings. Feel free to ask questions of your own here.
  7. I can't get the Harvester to trigger the touch event. I have made a touch event with vehicles before and that worked (repairpad on Reservoir), but it doesn't do anything.. It DOES work on myself.. Other Kismet problem: If anyone knows how to either: 1. make the silo give more credits per second 2. give all players on the team 1 or 2 credits per second (If silo is captured, besides the 0.5 credits per second) or: 3. Activate 2 hidden silo's in the background when the Silo in the base is captured. Please let me know if there is a solution for this, or if there will be one in the future. Because the problem I have now is that 1 silo just doesn't give enough credits if you don't have a ref, and that's kinda boring i.m.o.
  8. I like posting bad ideas: -Stealth skin crate -Extra C4 crate, gives you a total of 3 timed C4 -Jetpack -Inaudible beacon -Remove all mines crate
  9. Henk

    CNC-Snow

    Version 0.1 of the map: http://www22.zippyshare.com/v/GQBp2dMH/file.html Won't be able to work on the map for a week, so here's a first test version
  10. Henk

    CNC-Snow

    hmm. don't know if I want to make it a flying map, I think it may improve the map on a couple of points but also bring in new problems. Maybe I 'll make a _Flying version later on.. so, 3rd update on 1 day, I've been very productive today. I had a good flow going so I decided to just keep going. I've almost got a playable map now, you can still walk out of the GDI base and there's probably some rocks you can climb over but the custom models are fully collisioned. The models still need more detail though, and these blurry textures are temporary don't worry: Overview: The radius of the lights will be made bigger. Looking into the cave, I've made another custom mesh for it, so it looks man-made: Too bad the landscape textures are a bit square, I think I should've used different landscape settings, might be able to still change it, andthankfully I haven't spent much time sculpting mountains. Ground floor: Highest balcony Open in new tab for higher resolution.
  11. Henk

    CNC-Snow

    Here's an idea: Green circles are 2 extra silo's, if 1 team is dominating they can have 3 silo's, would be a great boost to the economy. The middle of the path should be closed off I think, I don't want players to be able to shoot from that ledge. My latest progress, made path nodes: (Unlit) Had some fun versus bots already, although they didn't really go to the other floors of the middle structure, but that maybe because they were too busy shooting each other on the ground floor And for now the Harvesters drive off to the side of the base, I hope to fix the problem some time but this works for now. Now it's time to make the cave.
  12. EDIT: Finished, download here: https://www.dropbox.com/s/9dp0v9vmcm09q1c/CNC-Snow%20v1.0.zip?dl=0 Release topic, continue discussion there please: http://renegade-x.com/forums/viewtopic.php?f=138&t=75599 I'm making a remake of the custom map C&C-Snow. Don't worry about CNC-Reservoir, I'll finish that one too, but I got the idea to make this remake, and didn't want to wait until I finished making Reservoir. I started today, and making this model is thankfully way easier than making the dam from Reservoir, so I've already made a lot of progress. The modelling part of it is already more than halfway done "During operation Scorpion Hunters, GDI found intel on another secret Nod base, located in the Caucasus mountains, it is believed to be the hideout of one of the highest ranking Nod Officers. A small force has been dispatched in the area to set up a forward operating base, in order to eliminate any Nod activity in the area." First screenshots: (open in new tab for higher resolution) The Nod base will have some destroyed turrets on top of those walls, to give the impression that there's already been some fighting/sieging before GDI were able to set up their base. GDI's base will look less boxed in than Nod's. Now, I only played custom Renegade maps for a short time in 2007, does anyone have experience with this map, and maybe some tips or things you would improve or change? And if anyone could help me with this problem, that would be awesome: http://renegade-x.com/forums/viewtopic.php?f=136&t=75441 Edit: I've added a poll to: http://www.thematrixren.net/index.php?/topic/1580-cnc-snow/ about adding a silo, go there if you want to vote.
  13. Hi, I was wondering if it's possible to not make the Harvester spawn at all. I'm making a map without a Refinery, but because I have an Airstrip and Weapons Factory, they spawn there. Is there any way to prevent it from being built in the beginning of the game? Or should I make them drive off to a part outside of the game area and have them just sit there? And do Harvesters die if they haven't moved for an x amount of time? because I think they do.. I've read these topics: http://renegade-x.com/forums/viewtopic.php?f=135&t=75008 https://renegade-x.com/forums/viewtopic.php?f=136&t=75201 But both those topics are about a situation without a WF or Airstrip..
  14. Didn't want to make a new topic, in the purchase screen it says EMP GREANDE. small typo.
  15. Probably the same error I had, with the beta 4 sdk, and again with the beta 5 one (of course):
  16. Here's Silentknight trying to C4 the Hovercraft in the other coastal map: The bot in the Med is aiming at him.
  17. Here's 2 screenshots i made from the Hovercraft rush:
  18. Is your server down, B0ng? I cant download the maps, Chrome says: ERR_NAME_NOT_RESOLVED
  19. GDI would be overpowered because of the Titan. Greetings, Henk
  20. This is awesome, I was telling my brother this game needed something like this just 4 hours before I joined the ConstruciveTyranny server for the first time, what a coincidence. The amount of votes needed to assign a commando when there is none should be less though, people tried becoming commando but not enough people helped with the voting unfortunately (they didn't vote at all).
  21. I think it would be way too big for this game. Maps would need to be bigger, and it should be easier for the thing to hit ground targets that are close to it. A Nod campaign/co-op mission where you'd have to take the thing out would be cool.
  22. You could also summon them in skirmish by pressing F5 and typing: summon renx_game.ts_vehicle_HoverMRLS Names are: hovermrls, buggy, titan, reconbike, ticktank & wolverine. This is from memory of this morning, I could be wrong about some part of that code.
  23. Busy with the last weeks of school, and I'm kind of waiting for the next update too, because the game needs more improvements in my opinion.
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