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Luhrian

Totem Arts Staff
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Everything posted by Luhrian

  1. @TK0104 If the map needs a lightning build, don't do it I have to change some things over there
  2. Well, if you convert them to normal actors, then there shouldn't be a problem.
  3. Maybe the meshes are already in, but I think you need it. If you use it, just include it. I mean it isn't that big.
  4. Yes, but in this version there are no spawn points, sounds, lights etc. If you want to have these flying version with that stuff, you always had to convert the Prefab to Actor group the path nodes, emitters... and then you had to replace all the mesh with the flying version, so you are loosing a lot of time. Just look at the video from Thommy (go to 16:20)
  5. RenX Buildings with Ramps (Prefabs) View File Hey guys, I noticed, that if you want to make a flying map, waste your time with grouping and replacing to get this Mesh with ramps in. So I just created Prefabs of these buildings with ramps to save time. I wanted to create them only for myself, but maybe someone can use it, so I decided to upload it. INSTALL GUIDE: You'll find 2 folders inside the zip. The first folder is for the SDK, the second for the game. You have to include it, if you want to see this buildings inside the game. So if you uploading a map, which is using these files, the .upk file must be inside your zip-folder (or .rar etc). You can just open your Renegade X folder and paste in inside there. The .upk file will be at the right place, if you don't changed any folder names. For the SDK version, you have to open that folder and you'll find another UDKGame folder. You just paste them inside your RenegadeX 03-03-2017 and it will be at the right place, if you didn't changed any folder names Then it should be included in the game and in the SDK. If you Content Browser doesn't find it, just open it with the folder symbol. Submitter Luhrian Submitted 05/10/2017 Category Modifications
  6. Version 1.2.1

    2372 downloads

    Hey guys, I noticed, that if you want to make a flying map, waste your time with grouping and replacing to get this Mesh with ramps in. So I just created Prefabs of these buildings with ramps to save time. I wanted to create them only for myself, but maybe someone can use it, so I decided to upload it. INSTALL GUIDE: You'll find 2 folders inside the zip. The first folder is for the SDK, the second for the game. You have to include it, if you want to see this buildings inside the game. So if you uploading a map, which is using these files, the .upk file must be inside your zip-folder (or .rar etc). You can just open your Renegade X folder and paste in inside there. The .upk file will be at the right place, if you don't changed any folder names. For the SDK version, you have to open that folder and you'll find another UDKGame folder. You just paste them inside your RenegadeX 03-03-2017 and it will be at the right place, if you didn't changed any folder names Then it should be included in the game and in the SDK. If you Content Browser doesn't find it, just open it with the folder symbol.
  7. It seems that the little stones on the ground and some other stone have the wrong Material. Weird Sky
  8. I'd love to see a Tiberium Badlands map, like Fallen in CNC mode. We could include that over there very good. Or maybe make the drugs, that Raveshaw got in the old Renegade campain, purchasable.
  9. Btw, I need someone to make a Mini Map and a preview Video for this map anyone interessted?
  10. View File CNC-Cliffside (again) Here is an improved version of CNC-Cliffside. I fixed some problems, for example the Harvester paths and improved some things which were not that perfect and a bit weird like the Tiberium Crystal. I hope you like it and I even more hope that Redline will like it, if he will come back to Renegade X. But well here are all other topics about this map: What have I done: get paths working, which was a pain, the Harvester just doing what they want added some more decals added new Tiberium added Tiberium Field Volumes added missing blocking volumes landscape improving Submitter Luhrian Submitted 05/09/2017 Category Levels
  11. Luhrian

    New maps

    You didn't, already checked it. I'll see maybe I will find some motivation and time for testing.
  12. Would be really funny if you could farm Tiberium with it, so you don't have these stupid Harvester which get stucked everywhere (see Lakeside Nod base for example... RAAAAGE)
  13. Luhrian

    New maps

    Hey guys, I'm not sure, if it was really noticed from the Developers and the players, but there are nearly 3 unfinished maps (Training Yard, Horolugue and Uphill, wich still need a bit fixing, but it should be done very soon) from @TK0104 and it would be great to see these maps in the game. So I just want to ask, if you could add these maps in the next patch or make an extra partch for these map, where you just add them to the game. I'd love it to see finally some new maps in the rotation and why we shouldn't use maps, which already exists. Would be nice if I could get an answer from the Developers Luhrian
  14. Here is your reason: This Object is used in another map, you have to remove it over there first before you can delete it from your package. If you don't find the facility in another map, you can copy all things you need to another package and remove that package in the SDK folder. At 18:00: I had the same thing and I grouped something with the landscape by accident, maybe you should check for that. Suggestion: Put the Nod Repair Facility behind the Hand of Nod, so it is good coverd. You surely have to flat a bit landscape for more space behind the Hand of Nod to prevent a double kill with the building (if I understood it right, the Facility is killable) Put the GDI Repair Facility maybe behind Wepons Factory Keep it up
  15. To that thing I have to say NO! So maybe one team which is owning the center for maybe 10 minutes they are already winning. The rest of the game is just for the one team waiting for their death and for the other team just fun. Both teams should get a MKII at the same point of the game. If you want that you could do that, but I think it is easier to start on the carrier then on Hourglass in a GDI base where you can crash in a nearly invisible AGT flag pole But good job so far P.S. I'm not sure if it was done in the new SDK, but I think the MKII need some vetrancy settings, otherwise you don't rank up. But maybe you don't even need that because this Tank is already strong enough.
  16. Looking really forward to add it in a map, I already have a plan for it Idea: Add the Holocron from Kane from CNC-Paradise, if @DoctorAnubis don't have any problems with it.
  17. I'll see what I'll do. I got some fatal lighting errors anyway.
  18. Wow. I want that Hand of Nod Material
  19. @TacticalTaco open your task manager and close all things from Renegade. Then you delete the Patch folder and restart the download. Maybe you have to do it mutiple times to sucsess.
  20. The files already exists for a long time. I was thinking about to make a map like this and maybe I'll start with it soon. But summer is coming and I can't spend all my time on my Computer, so it will be a long time until first versions of this map can be realeased.
  21. His map will be very open, if you get a flat start position (for example a hangar to the sea side) you wont have that much problems like on Hourglass for example. And his map is really big so you can use this A-10 very good.
  22. A very interessting idea, which will need a huge amount of work. I like this idea, but before you do so much, you should really know what exactly you want. What is with the economy? Maybe there is a Tiberium Island near the ships and the GDI Harvester could get there by a Hovercraft. What is with buildings? Maybe Nod have to destroy the boats. And I would really suggest you to think about tanks, too. If you want somebody for a landscape, who is making the island for you, I would be ready to help you, you'll have enough to do with your ships and Kismet stuff.
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