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  1. We at W3D Hub have taken notice to the talks and discussions happening around as a result of Red Alert: A Path Beyond moving here. That said, the team would like to address this properly. Read for more details. We at W3D Hub have taken notice to the talks and discussions happening around as a result of Red Alert: A Path Beyond moving here. That said, the team would like to address this properly. One_Winged_Angel wished to address the community via video which you can view below. It addresses a few of the concerns brought up and will hopefully help to inspire some confidence in what we are aiming to build in the future. Furthermore, we would like to present to you a letter from the entire team here at W3D Hub. Hello everyone. These past few days in the W3D community as a whole have been rather eventful, to say the least! Red Alert: A Path Beyond Delta was successfully released via the W3D Hub launcher and we’ve already had a number of spectacular games! This release has been pretty special for all of us here (especially those of us who have been playing the game for 7+ years now), because we firmly believe that the way the game plays and feels harkens back to the glory days of APB Beta. Thanks to all of the graphical improvements, gameplay enhancements, and balance tweaks, it can be reasonably said that Delta truly surpasses Beta. With that in mind, we will now attempt to build upon the success of this release with additional infrastructure support from W3D Hub’s side. What this means is the statistics system that made those old games worth sinking so much time into will return with persistent progression tracking as well as the inclusion of achievements. Along with thorough bugfixing and extensive PR, this should hopefully get the word out there to the wider gaming community that C&C isn’t quite dead just yet and will conceivably serve to swell the ranks of the public players, allowing more regular games to be played. However, the release of Red Alert: A Path Beyond Delta via the W3D Hub launcher was not without vocal opposition. Concerns and speculations have been raised by several members of different C&C communities over the nature of the changes that are going to be happening. These are changes that we will address now. It would appear that a few are apprehensive to downloading the launcher and are instead demanding a standalone download. While we understand your unease, please understand that the W3D Hub launcher is the most viable and robust method of distribution. With it, patches and hotfixes can easily be implemented with little to no hassle. Rather than resorting to handing out loose files for every change (and teaching players how to direct connect to the server), it is more practical to deliver any and all updates through the launcher. Since Bluehell Productions has ceased official support for Red Alert: A Path Beyond, the project will now be entirely hosted and maintained by W3D Hub. The official forums, TeamSpeak channel, IRC network, Mod DB page and other relevant communication mediums for Red Alert: A Path Beyond are now all hosted by W3D Hub. Bluehell Productions is no longer the official source of news, updates and support regarding A Path Beyond. However, Red Alert: A Path Beyond is not over. There are a few people in this thread that are lamenting the end of BHP and the APB community, when in reality W3D Hub is comprised of some of the key founding BHP members. When we split off from BHP last year, our goal was to create a community that could surpass BHP in its services and infrastructure. With APB joining us now, we have achieved a part of this goal. This is the end of BHP’s affiliation with APB, but it is certainly not the end of the APB community. With some of us being founding members of Bluehell Productions, we understood that when there were those who stood against our progress; we needed to escape and create a new place where we could genuinely do something amazing for the community. Now with W3D Hub we have finally done that and APB is one of the final pieces to our puzzle. It’s safe to say that mods like Expansive Civilian Warfare, Battle for Dune and others would not have joined us if we hadn't split, but now as a truly united W3D community, we can push forward in ways that we could never do before. Our motives have always been for the good of the games and of the fans and we hope that we can continue to do right by them and develop a strong and thriving community that will stand for years to come. W3D Hub is the true BHP community now thanks to all of the talented developers that have joined our ranks to support our love for this oddball game engine with all of its triumphs and flaws. To clarify any confusion regarding assets, patches, and future developments: In December of last year, dialogue was opened between the leaders of the APB development team and the leaders of W3D Hub. During these talks, the APB leaders made their position clear to W3D Hub that under no circumstances was the game to be taken over, or simply handed across without clear guidelines being set. In the absence of Chronojam, who has not logged into the BHP forums since July 2015, Pushwall, who effectively became Lead Developer and Executive Producer, now holds creative control over A Path Beyond (http://i.imgur.com/7906j7V.jpg). It has been stipulated that if any W3D Hub member wishes to make any changes to the game, they are to be made by and/or approved by him. Whether development even continues on A Path Beyond is entirely up to Pushwall at this stage. Here's hoping that more content is on the way in the future! Whatever the future may hold with APB’s development, we will be providing support for as long as we are physically able to. When W3D Hub was founded, we made a promise to support the W3D community and affiliated projects as best as we can. We will continue to uphold that promise and make sure that Red Alert: A Path Beyond keeps shining as an outstanding example of what this community is capable of. Let’s make this place into a haven for like-minded Renegades to Command and Conquer! Yours truly, The W3D Hub Team
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  2. ACK replay being the anthem. This is what I always wanted to happen. Finished watching the video. Thanks for the honorary mention, I'm having a blast with Delta and I highly recommend it to anyone who ever played and enjoyed this game before. Last but not least, great respect to Pushwall for making this happen. You did a brilliant job recovering something seemingly unrecoverable!
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  3. Hello folks, I figured I'd register over here, given APB's "change of hands". Since Delta released, I decided to make a small return to the community, so you might see me pop up from time to time. See you in-game! Edit: For those who have no idea who I am (can't blame anyone, it's been quite a few years), I used to be a BHP staff member and did work for several APB releases back in the day.
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  4. This makes me incredibly happy. The drama is dead and buried, but the community and the games are alive and well. And I think it'll stay that way.
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  5. Some of you might know that I develop video games for the U.S. Army. Here's a sampling of some of the work I've created: F-16C Falcon/Viper (modeled, UVed, textured, animated, rigged) inside of my UDK environment designed for I/ITSEC 2014 here in Orlando. F/A-18E Super Hornet (modeled, UVed, textured, animated, rigged) inside of my quick mockup of Nellis Air Force Base for I/ITSEC 2014. Uses models from other members of my team. The environment (terrain modeling and texture painting) was developed by me, but the structures and terrain textures (with the exception of the taxiway markings) are work that my team developed. I've got a variety of ~20,000 polygon game-quality models and low-poly Renegade-like models I can put up here if anyone is interested. The more I dig through my old office work the more likely it is that I'll update my portfolio. Which, of course, I haven't touched since 2011.
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  6. Hi everyone, Recently I've been learning how to model for the W3D engine and I just thought I'd show some of the projects I'm working on. If anyone has feedback/suggestions regarding methods or other related subjects, that is always appreciated. While I currently only have a basic knowledge of modelling, I want to expand my skills into many different aspects of modelling, including buildings, maps, people, and other complex objects. With that said, I'll start with a (very) early WIP of some city buildings I'm working on: These are intended to be used in a map which I plan to make in the near future, but I'm also using these as a learning experience to improve my skills and methods, so any feedback will be greatly appreciated!
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  7. I know absolutely nothing about modelling, other than modelling my rock hard 6-pack. Seriously though, I hope you keep going with this Ice, it's great to see someone improving their skills for the community. P.S.- Make sure the buildings are canonical to the CnC lore
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  8. Oh it gets better. Trust me. It gets MUCH better.
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  9. Hello friends! FRAYDO here. I'm like 25% funny and 85% bad at math. I am also a smug anime character irl.
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  10. It doesn't hurt to try and enter. At the least, it's fun. I can't even win anything because I work for Quixel, but I still entered. Here's some fun I had last night with the RAAPB logo that I built in 2005? 2006? It's at least nine years old at this point.
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  11. I think my retro W3DH logo should suffice :
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  12. Type 2 Phaser from Star Trek: The Next Generation. 2,252 polygons, Unreal 4-spec 4k texturing, rendered in real-time with 3DO.
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  13. Taking a break from my freight locomotive to work on #scifiathlon2016 as a just-for-fun entry. I'm employed by Quixel, so I can't participate to win any prizes. 2370s era Type 2 phaser, high-poly version:
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  14. So Quixel Suite 2 is out now (after weeks of hard work on all of our parts), and I decided to take my old freight train project into it. Here's what I have so far.
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  15. It's been a while since I updated this thread, so have fun with some animated *.GIFs
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  16. I got recruited into spending most of my spare time developing an open-world recreation of Eielson AFB in Alaska. Almost everything you see here was made by me, with the exception of the radio tower in the distance. This is only about 20% done.
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  17. Volkswagen T2. I built everything here. Three exterior 2048x maps (one for each variant), one 1024x interior map, one 1024x wheel map
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  18. Min F/A-18E flyvemaskine model på svensk farver.
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  19. I was going to remake all of the APB buildings until my offerings of free help were denied consistently. They're still using my 11 year old buildings as a consequence of that decision. As a result, I ended up making a good chunk of the TD buildings. If I were ever to continue that trend, I'd have to remake all of the vehicles. Here's the MRLS I painted at work. It's someone else's model, however, but you get the texture style I'd be going for with this project. I wouldn't be able to reuse this vehicle, though, as it's US government property now.
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  20. Some old stuff I'm planning to send to Reborn, and potentially to someone here who's planning on building a Tiberian Dawn conversion that actually goes somewhere I imagine some of this will need some retexturing to fix up portions of it
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  21. I still have a huge chunk of work left to post here, including the models I'm planning to donate to Rebarn's cause That being said, here's another project I forgot to add. This is in UDK as well. It's the backwoods of George Washington's Mount Vernon. My in-laws took us up there a couple of years ago and I created a digital version of it for them to have as a canvas print in their living room. Here's the final image: Here it is hanging up in their house, $60 and many months of work later:
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  22. I dug through some of my images from last November and found the rest of the screen captures from my I/ITSEC Nellis environment, including a nice close-up of the completely overdetailed taxiway lamp I started this whole project with: I think it turned out alright considering I only had about a week and a half to create that environment, and part of that was spent creating the F-16C animation sequence which was for an entirely different animation at the trade show. As far as other models are concerned, I was asked to model a Rheinmetall MG3 for the Leopard 2A6 tank another team member built. Again, I went a bit crazy with this one. It's a relatively minor feature on the tank, but I spent a week creating a 2.4 million polygon model which I baked down to a 5k low-res model. This used my copy of Quixel Suite. There's a lot of details missing on the gun that wouldn't be seen in the game environment, so I saved time and didn't model those parts. High-res, WIP version:
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