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Everything posted by TK0104
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The simpelest solution for Mesa: Short side should be infantry only again
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I can replace the missiles with weapons if that would make more sence. But the same is on Volcano.
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Quick Update! There was some criticism about last release and I understand those things. Like GDI Infantry Path is very bad done. Apologies for that. So what to expect in next release? Well here's a list: - Tunnels from Field to Refinery! - Updated GDI Infantry Path, something bigger and walls going to get converted to Barbed Wire - Small change on the Nod Base Defences - Some fixed spots for Rocket Rushing - Fixed bugs posted on the forums And much more! If you have a bug to report on the map, please put them on this topic ASAP! Then I can take it into next release
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I think the most players come from both EU and NA, but even people in Asia play it. Currently there are no more clan wars. There are not much players in a clan. Clans like TmX and EKT died on RenX. Currently we have a clan going by the name of Constructive Tyranny / CT. And some smaller clans.
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Oh sorry. I thought maybe you knew sonething more. At least I know who made the first 2 maps. So thanks! And get well soon!
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The original was much much better than the current one Let's make it happen! #IwantOldComplex✌
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@Havoc89 @kenz3001 @Nielsen
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@Sarah! No @DaKuja never packed it up....
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Oh okay good to know
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I have small question to the Developers about these maps, but there is very small chance it is possible: Would it be possible the Community/experienced mappers (yes I'm an experienced mapper, but not talking about myself) can continue these maps when they have the permission of the original creator?
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@Schmitzenbergh @Ruud033 I just tested out the map and I noticed some stuff - Materials were missing like Under the Main Bridge, Tunnel Entrances etc. - Bridge collisions are a bit crappy since they are made out of BSP I guess - Guard Towers are gone when you kill them and the meshes that are attached to it are still there after it's destruction - When you exit base there are some roads to choose from. There is one path covered with tankblockers, but you can pass them and it feels like your with vehicles on an infantry path.... - Redo the roads to out of the map under the small bridges, because you pass the objects and bump some meters later in an invisible wall - There is a "line" in the sky material.... - You used fractured meshes of the walls under the small bridges, should the bridge collapse when they are all destroyed?? And now non-1st priority stuff: - A minimap would be nice for this map since it's a quite complexy map (In a good way) - Endgame Camera missing Furthermore I like the storm and that it turns to a complete nighttime scene, but the lighting is still a bit too bright for a nighttime scene, so try to bring the night time light down a little bit.
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map [Map] CNC-Field Snowing / Christmas Special
TK0104 replied to TK0104's topic in Works In Progress
Thanks for sharing your suggestions! I'll what I can do with it -
Ho Ho Ho! Merry Christmas! Sorry, it's still November but Christmas is coming again! I'm excited for that time of the year, I just love it. So, after the huge success of CNC-Walls Snowing last year, I decided to make another Official Map into Winter Style. Now you've seen the title of topic so you know it's going to be Field this year. This year I'm going to try make the map even more in Christmas Style than it was last year. This is what I have in mind for Field Snowing: - A Christmas Tree in the Barracks and Hand of Nod - Christmas Lights everywhere in base (/tunnels) - Christmas Song Jukebox (Going to ask a Coder to make a mutator for that) - Presents under the Christmas Tree and in Bunkers I have no plans on actually replacing Timed C4 with presents, since that takes even more time and I haven't animated yet on my education so I have zero knowledge on that area. Now here's a small teaser on the map: I hope I can release the map at the end of November / begin December. Depends on my time and how much needs to be done yet. So stay tuned! Christmas is Coming Soon!
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@Schmitzenbergh Can you please edit this wall material with the wire on it so it doesn't look shit from a distance? Much appreciated
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Makes sence, too bad they never got finished
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Hello there everyone! So this is a very very rare topic I'm talking / asking about. It's about some (Official) Renegade X maps we haven't seen yet. Now first things first, I could be wrong (I'm just a human). Second of all: It's only a question. Third of all: I'm just interested. This topic is mainly focused to the Devs because they know what happened to these maps or what stage of development they are) So let's get started! Map 1: CNC-Piek So I've watched the video Beyond Black Dawn recently and I saw some screenshots of maps that I never saw before, like CNC-Piek . I guess it's called like this since the assets shown on the screen are in one of the SDK packages, called RX_Piek. First of all this screen reminded me a bit of the old Under design, but I know it's probably very very different from that. According to the screen AND the package it is a snow map with probably a bunker somewhere (I'm guessing since the bunker PC mesh is in that package). I like the design first of all and I think it will be a great addition for RenX. But I have no clue what the stage of development is in this map since I've never saw it after this video again. Map 2: [UNKNOWN MAPNAME] The second map has not that much info. From what I can see it is suppose to take place somewhere in Arabia and I'm probably looking on an Infantry Only area since this part doesn't really look like it has vehicle support. Again, the SDK shows us some of the assets like the fountain that's in the files. There is not any further info on this map and I think Kenz mentioned it once in the Canyon Making of Series after he got some of the assets to use it for Canyon. Furthermore it looks a really good, high detailed map and it will be the first Urban map, in Arabia Map 3: CNC-Daybreak This map is something more known because it got announced by the creator himself, HappyConscript / Evan Brooks. He announced it after Valley got announced and then we never saw any further progress. I think the devs got their hands on this map since I've seen it on the SDK recent loaded maps before. But this is what Daybreak looks like for the people who don't know what map that is. This map has been talked about more that the other 2 maps. I think this map as a bigger chance of getting an actual release than the other 2 and devs maybe trying to forget these maps they announced in the past. I don't know what the real truth is. So what do you think about these maps. Should they be in the game? (Question to other RenX fans) What happened to these maps (Question for devs: @Havoc89, @HappyConscript, @[NE]Fobby[GEN] and other devs who knows somethin')
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Here's a list of Bugs I've founded so far Overall I think you shouldn't have released the map this early. Needs a lot of work in the first place. These bugs are just found by random testing stuff. I guess when @DarkSn4ke and Try-Out test this map they wil find even more bugs that I found. The current state of the map: unplayable atm I'm sorry to be so negative about it but it's not a real good map atm.
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For those who wondering when my version of Sand will be released, it's coming at some point! Everything is finished. The map is already packed up and ready to be uploaded. Currently I am waiting on a new patch that supports these kind of maps. (Maps that has a Refinery, but no Vehicle Factory) I didn't told anyone about this yet. So that's why
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Version 1.1.0 is Released! (Fuck yeah! Took me like 3 months, but it is here!)
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PUG - October 14th 2017 Round 1: Complex Round 2: Xmountain Round 3: Volcano Round 4: Field Round 5: Walls
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I think the Xmas present of this year is a huuuuuge new version of RenX that the Developers promised
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No. straight taken from the C&C3 archives (That's what Veyron said)
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You can double click the texture and set the detail mode of the texture. Default is medium. I don't think you can't really optimize it further. It's probably 512x512 or 256x256, which is nice detailed when you see the units from above and from a distance, but it'll be low quality when you come too close Maybe photoshop has a filter to make the image more high quality Also make multiple maps for it. You got a diffuse, but a normal, specular and an emissive can make it more detailed aswell