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Henk

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Everything posted by Henk

  1. Get the UDK.exe located in Binaries\Win32, make a shortcut, on desktop, and edit the destination of the shortcut to: So, just type editor after it. You shouldn't merge the Renegade SDK with regular UDK.
  2. Are you sure the fog is also the same as on Mesa?
  3. Thanks for the replies so far everyone. I just had this crazy idea and I would like your opinions on it. I'm thinking of putting in extra tunnels which start between the PP and Refineries and go underwater, like in islands. From the underwater tunnels you can get to the dam interior. I feel this is necessary because at this point the only entrances and exits are the Dam and the main entrance (which has kind of an infiltration path alongside it but I could remove some cover there to make it harder to use). The craziest part is, where the silo is now, I want to put in something like this: This may be a bit hard to visualise but I'll try to explain as clearly as possible: You can jump in from the dam and it will lead to the underwater tunnels, there would be a circular waterfall (The water then flows further through a metal grill, so the tunnel won't be flooded). There won't be falling damage, i'll place the underwater tunnels high enough for that.. The silo will be placed in the "valley", I think over the river on a bridge-like surface.
  4. That's just funny as hell in my opinion
  5. But how are they hard to see? If you mean when they're around the corner then of course they are hard to spot To me only the Anti Tank Mines are hard to spot (depending on the terrain material of course, they're perfectly camouflaged on xMountain, but very easy to see on Whiteout)
  6. I'm not entirely sure but I don't think the mesh has LOD's, can't find them.. Only the textures LOD changes when i'm further away from it. I've also made a copy of the Morph Target and set the iron bars to be deformed (there's 4 sliders, 1 for each bone it's deformation), but when I apply that morph to the mesh it doesn't change anything. Edit: I don't think a different LOD of the mesh is what I'm looking for. I want the deformed/destroyed mesh, like this: http://i.imgur.com/6zl4zn6.jpg (Destroyed it ingame, it needs to be in this state from the beginning of the game)
  7. I do this a lot, try it with an SBH, there will usually be a higher chance they'll start shooting you instead of the building than with any other character. Plus he has a decent range now, you might even be able to get a few shots at their MRLS's and be far away enough to get back in to cover.
  8. I only agree with you about the tunnels in Under, Chaingunner, and the points for killing infantry.
  9. Thx for the responses guys @Ardente, that's what I used now, and adding damaged planks would be weird, as the planks are still on the thing and I can't get them off it or move them seperately.
  10. My latest progress: There's been some heavy fighting at this back entrance: Added in A LOT of rocks, and Tiberium fields: Added the small base defenses, and rocks for cover when infiltrating: Rocks in the still empty river, and small ledges to the catwalks at the first floor of the dam: Nod's base entrance: Nod's Tiberium field: I've also added 2 destroyed turrets at Nod's back entrance. They won't be actual entrances, they're just there for the looks Harvesters work correctly, and bots are getting there. If anyone can tell me how I can set a vehicle limit, that would be awesome. I'm still working at the balancing, because it's quite easy to get to the GDI refinery at the moment. Another question I have is: How do I get the destroyed state of the small GDI guard towers? The thing I have now is just an empty Guard Tower (a slightly taller one), with the damage material on it. The actual destroyed version has missing planks and deformed steel. The guard tower is a skeletal mesh..
  11. If you want to test it with bots, you can Press F5, type addBots [amount of bots you want in numbers].
  12. This is going to be awesome. Looking forward to playing it
  13. I'm new to UDK and just tried some "destruction".. I used the "Fracture Tool" and it was pretty meeh.. It worked.. I could destroy the object.. but It didn't work with the FreeSoldier PrimaryWeapon.. the Silenced Pistol worked very well.. but then again the destroyed parts just disappeared and I just had to shot 1bullet to destroy a part. I don't necessarily need a destroyable mesh that gets fractured upon destruction. Just a "normal" mesh, a "halfway dead" mesh, and a "destroyed" mesh. Make it a neutral faction (like empty vehicles have), so it can be repaired and destroyed by both factions. If the rising of the water and swimming volumes won't work, too bad, I think it will still be a fun map nonetheless Oh and the Renegade mission with the dam is one of the things that brought me to this idea.
  14. Yo kenz, I have just built paths because I wanted to get a Nod spwanpoint up to test the GDI guard towers. And it built paths in the buildings and from some buildings to others, I haven't forced any paths yet. How is this possible? Is this a bad thing and is there a way to maybe remove them? They seem ok, it's not a big spaghetti, the nodes connect to the closest other nodes. Also, there's blue and green lines in buildings.. It also connected blue lines from the Power Plant to the WF and the WF to the Barracks. Refinery not, because that one's lower into the ground. I haven't placed any other path nodes, except for 2 spawn points.
  15. I'm gonna place obstacles on the dam, and won't be placing any ledges for snipers to get to higher ground at the dam. If the obstacles are high enough they will provide cover against base to base sniping. Maybe from the silo (also possible in complex), but I'm not sure yet if I want that.
  16. I have been posting my progress on the TMX forum the last 3/4 days, time to share it on this forum as well. The basic idea is: There's a big reservoir dam, with bases on each side of the dam. The dam will be a complex structure with 3 floors, and of course the top of the dam, which also hase the silo on it, sitting on a platform on the lake. My goal is to have a destructible component in the dam, which when destroyed, will rise the water level and the swimming volume in the river. It won't flood the entire field, because that would disable the tank play and I don't want that of course. But infrantry can cross the river on foot at first and use it as a trench, but when the waterlevel has risen they'll have to swim or use one of the bridges. Distances to the other base will be short, and I'm expecting a lot of hectic, close quarter combat happening inside and on top of the dam. There's spots for snipers on the dam (like the balcony), but also ways to counter them. I've got the airstrip elevator in, and it works. I'm thinking about putting 2 elevators in the dam as well, going up only (from the bottom floor straight to the roof), like in Deck. Because there's a faster way down than taking the elevator Progress so far: Basic layout & placement of buildings: Painting the basic terrain texture, at the moment the Landscape Material is a 1 on 1 copy from Goldrush, but I'm gonna edit the material once I get a better understanding of the material editor. Both refineries are in a kind of pit, where the tiberium is. I think it looks cool, and also, that way you can't base to base the tower. The Refineries are really close to the tiberium fields, that way you'll have a lot of credits rolling in, like on Islands. My latest progress, putting the rocks in: The material I made last night for the rocks(or better: took from Canyon and edited): At the moment: Sprinting from the closest GDI building to the closest Nod building (both PP's), takes 35 seconds. You can only hit the buildings once you're halfway on the (top floor of the) dam. On the field, you can only hit buildings once you're past the river, so also halfway across. I will probably add in the small base defenses, but also ways to sneak into the base. The dam will be different from how it is now. Instead of curved it will be mostly straight, it will have 2 corners at the base exits. Making it straight will make it easier for me to model the interior and align everything (I'm not very experienced in modelling). And I realised that the water volume probably can't be curved around the dam, and only have straight edges. Almost forgot to mention: I exported the Power Plant model and took out the big pipe, made the bottom of it go around it, to make an Advanced Power Plant. This is just a test version, so the textures aren't aligned correctly. Don't know if it will be possible to damage the PP by hitting the extra pipe/chimney/what'sitcalled, if not, I'll maybe keep it in for the looks, not sure yet, tell me what you think.
  17. I tried your method kenz, it does take long for it to load, and it only rebuilds "GlobalShaderCache-PC-D3D-SM3.bin", it still crashes at FoliageBrushSphereMaterial. I have updated my GPU's drivers to the latest version, DirectX, .Net and Visual C++ are up to date. Specs: Windows 8.1 64 Bit Processor: Intel® Core i7-3630Qm CPU @2.40GHz 2401 MHz, 4 core('s), 8 logische processor(s) ((translated: logical processors)) RAM: 8.00GB (7.89 Available) NVidia GeForce GT 740M (Don't know what other specs are important to know about, i'm not an expert at this) Do I need to extract the whole Rx_SDK_March_22_2015.zip into a specific directory? Or can I just copy the enitre contents of the zip into a folder in the root of my C drive (which i've don at the moment, and works for normal UDK)?
  18. Looking at the Splash Screen, yours crashes at the same point as mine (When it says Loading objects referenced by: FoliageBrushSphereMaterial. Can anyone help? I've really been looking forward to mapping.
  19. I installed UDK (Feb 2015) after the Ren-X SDK wouldn't work. (Have run it before on this PC). UDK works fine, but the Renegade X SDK keeps crashing. I haven't merged them, they're in seperate folders.
  20. When I try to run it, the editor splash screen comes up, but it crashes when it says: "Loading objects referenced by: FoliageBrushSphereMaterial...". Some of the details windows gives are : Problem Event Name: APPCRASH Fault module name: KERNELBASE.dll Fault module version: 6.2.9200.16864 I can run the standard UDK engine, it loads the FoliageBrushSphereMaterial a bit slowly but never crashes. Any ideas how to fix this?
  21. This weekend would be cool..
  22. I don't understand why they're using a bracket tournament system for this. Better would be to juist vote your top 10, your #1 gets 10 points, #2 gets 9 and so on.
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