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Showing most liked content on 05/10/2015 in all areas

  1. I decided I'd release some more assets which I've been making for anyone else to use in their maps. First up is the remake of the Renegade 2 trees to give them more variations so you don't always see the same tree everywhere. The leaf textures has been edited slightly to give them a better hue then the originals, so you can mix and match the old ones with the new ones also. Oh and just a heads up, the trees on the right sometimes have issues moving, and will drag every single leaf of that type around if you're not paying attention to which one you select first, and so on. I don't know why it does this, as they are not attached or sharing the same groupings, but I can freely move them around given i select the right one first. I'm on an empty stomach right now, so ill add to this list as i go Here's Some plants I've done with many variations of groups. These can have textures switched out to others, but make sure the texture dimensions are similar to the plant textures you decide. Here's Three more simple Pine trees I created. Here's my entire set of Renegade "styled" Pine trees, which were based off of the original ones from level edit, but I created all my own leaf variations and set each leaf in place by hand one by one. Again other textures may work with this as is, but would have to follow the same contour of the Renegade stock pine tree branch alpha channel. Here's some sandbags also. Not so highly detailed but good enough that it doesn't blow up your polygon counts. And the Tiberium crystals i made just recently for my newest map. These use 2 passes with simple reflections, nothing that will impact performance. This cabin model took a long time to complete and the polygon count is a tad higher then most at around 34,000 and doesn't have an interior. I was going to originally create an interior for it, but i deleted all my back-faces while optimizing and forgot. There is both a snow version and a non snow version for different scenes. Renegade 2 Trees New.rar Bush&Lavender.rar Simple_Pines.rar All_PineTrees.rar Rene SandBags.rar Tiberium_Crystals.rar Blazea58Cabin.rar
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  2. We've been playing witht infantry in our internal build. It feels fun again. It hasn't felt like this in a while. The two new maps we have helps too.
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  3. This thread should probably be locked before someone says something in the heat of the moment that they/we will all regret. also take it to Pm's guys... I mean come on, is this what we want numero uno topic on the general comments section to devolve to? Paints a great picture of the community to new people. And while I do agree with Wallywoods reaction here considering it is usually considered stealing using others people stuff without consent and will be seen as really dick move by the C&C community, I also can understand where Wolf is coming from as all he wants to do is see an updated version of TSR on a newer engine 'sooner rather than later' which isn't a necessarily a bad thing and if he wants to put time and effort into it then good for him (although they say the road to hell is paved with good intentions) However Wolf I think you went about it rather badly, or should I say you let W3d find out about it in a rather poor way and should have consulted them in private before bringing it up on the forum. From what I have seen of the W3d hub staff I imagine (with a bit of discussion, negotiation and compromise) they would have been totally cool with what you are doing and it would be getting announced in the main news area as a brand new W3d hub backed project rather than an argument in the general discussion area if you had just asked them first, or at least asked before bringing it up on the forums. However assuming they don't want you to use their asset then you should accept their request not do so and move on gracefully otherwise it makes you look bad and will alienate the W3d community (including its playerbase and clans) from your mod. And yeah, I agree with Wallywood here, this is really confrontational and could have been worded better, but hey, heat of the moment responses, we all do it at some point and I'm sure you didn't mean it to come across like it did. Now can we all just Hug and make up before this escalates to true ugliness (I'd say kiss and make up but that might creep some people out) and possibly celebrate the unofficial announcement of a possible UDK based version of TSR.
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  4. We recently broke 1 Million sales for the game so we got some fancy plaques! I'll post a picture when I get mine! Cheers for playing and I'm glad you liked it!
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  5. This may seem random... Sorry. But a stats app. that remembers the stats of the players would be cool and would definitely boost player counts. (Just remembering Oxistats)
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  6. Can't you make your own engine? that way you can code everything you need into it right from the get go? While we probably could, it makes no sence to sink hours upon hours into something like that. It would involve creating a whole rendering, animation, shader, asset, etc pipeline in addition to just game logic as well. You'd be better of taking an existing engine so you only need to take care of your game logic. Now that would only leave us (for C&C styled projects) with 2 choices; try to use the RenegadeX SDK that is build on an older engine version and doesn't properly fit the needed requirements, or use a brand new, blank slate and heavily customizable engine that you just need to build on top of and not hack together fixes to get the SDK to do what you want. Seems to me the choice would be rather obvious in that case. Of course, I'd say that if the SDK does exactly what you want/need, it'd still be a valid option, even if the engine is a generation old.
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  7. I'm going to openly state this....I know the public is excited about Renegade X showing off a few TSR assets in their last patch. I can also understand how this would spark an almost demand for a UDK TSR. But What the public isn't thinking about are the core issues with this idea. TSR has alot of units that have features that Renegade X never planned for. Underground units, Unit detection, Mechs, and Deploy-able vehicles are just a hand full of issues that we would be running into with the Renegade X SDK. One of the biggest issues that we currently have with the W3D engine is that everything has to be scripted in and a lot of what we want to do isn't possible because of that reason. With the Renegade X SDK we would have a lot of those same issues, on an already old engine. So why not spend the time coding our own code on a newer engine that other projects like AR, BFD, and other W3D Hub games can also benefit from? WE do have plans to upgrade engines and we know it's unrealistic to think that the W3D engine will last another 10 years or even be played. NOW please don't misunderstand what I'm saying, WE are not stopping work on the W3D engine, we will finish TSR W3D before adding TSR to a new engine and we would still support the TSR W3D. Also UDK isn't completely out of the question, we could very well have too many issues with a new engine and UDK could end up being the better choice. But wouldn't it be better to try to get TSR into an up to date engine, before settling for an older one. So I guess the real question here is "Would you rather have a brand new car for free ready to run straight off the showroom floor or get a used one that you have to repair and restore to even get it run?
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  8. It would be better to release a playable version on the current engine first, I've seen far too many modders get over ambitious and switch to a new engine halfway through development and then lose interest due to the increased workload and expectations placed on them until they eventually fade away to nothing but a dusty memory in the annals of history. Nothing kills a mod faster than people demanding and pestering the devs to do something they don't want to or placing immense amounts of pressure on them for an update. I'd hate to see it happen again with AR (or TSR)
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