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  1. Thank you whoever did whatever you did, I can play again. Not sure what happened, played renegade fine 2 days ago, tried to join yesterday and get a you have been banned, try harder and change name next time or go hack in the campaign. Just wondering what I was banned for and what I can do to reverse it?
  2. I know how to create the Refinery building controller, the car marker, and all the proper way points for Harvesting. I've made two maps prior to the one I am currently working on, so I know the process, but I am having a HUGE issue with my current map. My Harvesters just don't work. Sometimes when they are created at the War Factory/Strip, they don't move. I usually redo my map and make a new mix file and that is usually solved, but the issue I am running into here is... They are made from the War Factory/Strip, they go out to the Tiberium Field...Harvest...then travel back the Refinery. They pull up in the bay and then, NOTHING. They never leave that spot again. I've tried bumping then and forcing them out, but nothing. They just stop all together, and I've done everything from replacing the controller, the car marker, new way points, path find blockers. I'm at my wits end. I'm going to recreate it again and make a video of it. Hopefully someone can help me. This has plagued me for a few years now, and before I took my break from Renegade, this was and still is my most pressing issue. Any ideas?
  3. Here is a lazily done C-130 (I decided to make the wing and body separate to make my life easier!). It is not very accurate, but will do for an RTS.
  4. Here's an alpine map for renegade set between a lot of mountainous terrain. There is 3 Tiberium fields total, and players will be able to purchase Harvesters and drive over to the middle field which will be blue tiberium, I was just awaiting the texture for the blue tiberium, and possibly if anyone has the blue and green tiberium spike models, but in ...... Renx format or .(dot)3ds so it can be imported with Renx. I'd rather place all my objects in Renx then to have LE versions because scaling is required for less repetitiveness. I wont be adding Uv channels to the rock faces because most of the maps detail is viewed up close and it would look silly having large tiled rock areas when you're right up against most of them. This is also to keep drawcalls down. The map uses around 10 textures, and all objects that have the same texture are a shared material. The polygon count is at 319,078, but i had no problems with The_Canyon map which was at around 300k also and had no VIs. [
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