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Everything posted by TK0104
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The UT Teleporter isn't in the SDK anymore , only a UTTeleporterCustomMesh
- 48 replies
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- wip
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If theres a Ref and No WF/air, the Harverster just jumps out of the landscape and lands somewhere in the map
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@yosh56 When you have the silo and Q-spot it, it says: Building needs repair immediately (even MCT is 100%). Just change it to "Defend the Silo" because Silo's can't be repaired @DarkSn4ke You can put this in the list if u want
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@KrypTheBear #blameTheBear
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Finally! @yosh56 Check it again if you don't believe it
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Ah okay. I don't think I need to use it because I don't have any problems and all
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Version 2.3.0 is Released
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Round 2: GoldRush
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What's a gameplay profiler?
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Rebuild geometry? Have you used BSP on the map? Then it could be the BSP
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Lol how did 30 peeps got banned in 1 day
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Another thing on the old Mesa: GDI vehicles that came out of the WF were getting easily pounded by vehicles in the cave
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PUG - August 12th 2017 Round 1: Complex
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So with the suggestions of @Ruud033 and the tutorials of @kenz3001 I have now optimized the map a lot. I compared the same spot (in this case the GDI Front Entrance) with the Domaint Directional Light Version and the Directional Light Version. The DDL version reached 48fps which was quite good. The DL version, which will be online soon, reached perfect 60fps with in-game view in the SDK. Question: How to show FPS in-game??? Then I can check the amount of fps in-game and check it out on other maps
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I noticed it's on all of the maps. There are shadows, but not high quality like with the domaint directional light
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So I did this on Tomb but I noticed that all the shadows are gone, which is very annoying AND the GT's and crates were completely black
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@DarkSn4keI'm following kenz's optimization tutorials to fix the remaining lag. Just watched episode 1 and the biggest thing I did for Tomb is changing the main light. It was a DomiantDirectionalLight and now converted to a DirectionalLight. I already did the precomputated visiblity volume. Currently rebuilding lights to see the first changes
- 32 replies
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- preliminary notes
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@yosh56 @DarkSn4ke Released a new version that should fix most of the lag. Will you take a look at asap?
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Version 2.2.0 is Released!
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@DarkSn4ke I didn't add easter eggs. I added some more stuff to the map, moved the tib foliage from the package to the actual map. For the package, only added some more materials and an updated minimap Btw I updated Tomb again with culling and lightmassimportance volume and tested it out with maximum amount of bots. The lag has been removed slightly but not completely. I guess it also depends on the amount of fps you get
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@yosh56 why nobody said Tomb is lagging!?! EDIT: hink I figured out why it's lagging. I think it's lagging because there is no lightmass importance volume and culling distance volume Give me 2 hours to rebuild lighting and test it out
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@yosh56 @Ruud033 old Complex coming back???
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No, all assets and maps were compiled to (a) file(s) people couldn't access back in the day. I don't know how I can say it different but it's complicated
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But one thing I want to know IF I take over the project: Vehicles, yes or no?
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