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TK0104

Totem Arts Staff
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    2004
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Everything posted by TK0104

  1. My version is called Sand Redux btw so you can keep it or rename to Sand II or Sand X or something else
  2. Upcoming videos are all about a sad story of a pizza that never got delivered to @Agent #PrayForAgent Anyhoo PUG - August 26th 2017 Round 1: GoldRush
  3. Culling is adding in a number of radius to meshes/foliage/emitters/.... so they won't be visible from a distance. This fixes maps from low fps
  4. @[CT]SarahCheck the RX_Env_Dawn package for tib water
  5. Did you culled out stuff??? Also use a Directional Light to gain 10fps
  6. I suggest you change post process effects because it still feels like an Island. And the water is a bit too blue for a lake. Hint: Check out Lakeside for ideas
  7. Re-uploaded the file with the correct package
  8. Version 2.5.0 is Released! (Yes the changelist is updated )
  9. I tried it multiple times but I couldn't place it between the ramp and the barracks. But I think a blocking volume will fix it.
  10. Version 2.4.0 is Released! (I'll be optimizing all my maps that have a chance for an official patch / I feel can be added in an official patch)
  11. Hi guys! So recently I've played Black Dawn again and I saw in a cutscene the an officer in the tower standing there and using his binoculars. I was thinking this would be a great animation to use for the airstrike in third person. I know that you can't use airstrike without right mouse click, but you see you probably have seen a friendly one using an airstrike. While your teammate uses an airstrike, he's just standing there and in a few seconds you'll see a small laser in front of him. Not really special. That's why I like to see this kind of animation when you mark the area for an airstrike. It will feel like he's really using an airstrike and not saying the magic words to call in one. Give me your opinion and let it happen! Regards, TK0104 ( @yosh56@Havoc89@Ruud033@KrypTheBear@[CT]Ukill@Henk@kenz3001 and all the other Devs)
  12. @Schmitzenbergh Be careful with these tunnels. They will lead to rushes inside the tunnel
  13. Updated my previous post
  14. It's a very very small hot-fix that fixes the preview image (forgot to disable SRGB) and endgame cam is now improved (it's done in official maps)
  15. Version 2.3.1 is Released!
  16. Sadly, I won't be playing PUG tonight because some people are coming over to my place to eat and then we head over to a firework show to celebrate the end of the holiday (Yeah, dafuq )
  17. I always thought it didn't make any sence. How the hell is possible to restore the human health with a repair gun (especially during the 1st tiberium war) But I'm glad it's possible
  18. I know I just did this within 5 days and now I'm fully focused on Outposts again
  19. @Arch__nemesis Quite good landscape for a first map. Looks like the one from CNC-Storm. True?
  20. @LuhrianThe hell's this! I'm not touching Illum's version if I have my own one Have you checked my recent post in the topic?
  21. I was just thinking like it is on the original Renegade. Harversters spawn in the Refinery Bay (don't know everytime or one time) But now something else. I said I was going to use the @IllumZar's version and see what I could do. But since the original tunnels system wasn't in the map and it would be a mess to edit the complete map, I decided to make my own version with the original tunnel system in it (Luckly I figured out how to convert maps to an fbx file in time, otherwise it would never happened ). The map is done (Only AI yet), but the harversters don't know where to spawn if there is no WF/air. @Agent@[CT]Ukill Can you do something do about that in the future? Much appreciated. (Yes, the tunnel system looks like the one in Canyon, but isn't. The same assets are used (Ey every Desert Map uses the same assets), but I NEVER EVER copied something over) Now this is done I won't remake anything for now. Outposts will get another release soon! Don't blame me again for remaking maps, this time people wanted to see more progress on this map)
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