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Found 21 results

  1. if you have recorded games you can post it here
  2. http://www.moddb.com/mods/cc-assault http://en.ccassault.com Commando Assault is a mod which was first released in 2010 for C&C Renegade. And it allows to build up base from scratch on Westwood 3D game engine. Inspired by Battlezone series of videogames. Has its separate music (including Frank Klepacki's works that he exclusively approved for this mod, some of my remakes of his famous songs and even my new melodies) and unique features. Want to speed up construction rate to reduce time you are waiting for new purchase that you made? To capture existing building or steal it while it is not deployed yet (or even MCV)? To drop player-controlled tanks in the rear of enemy base? To win with one useless structure? You have all in one. Welcome back again, commander, crush your enemies with your own 3D-hands and lead your forces to fight. More tactics, more fun, more teamplay. Some videos are under spoiler: Feel free to discuss and share this stuff =)
  3. Today (Saturday the 26th of September) marks the 25th anniversary of Command & Conquer. And in the immortal words of GDI Commando Nick "Havoc" Parker "I Got a Present For Ya". After a long wait, I am finally releasing scripts 4.7 (the latest version of the Tiberian Technologies unofficial patch for C&C Renegade) to the world. Sever owners be sure to read the information at the bottom as it is important. Also note that in this release we have dropped support for Windows XP/server 2003 and Windows Vista/Server 2008. Windows 7/Server 2008 R2 is now the minumum required version. This will allow us to move to a newer better compiler in the future. (should we get feedback that there are people still stuck on these ancient/long-out-of-support versions of Windows who have no way to upgrade we will re-consider the decision to drop support but no-one should be connecting a Windows XP machine to the internet anyway given all the potential security issues that arise from doing so.) I would like to thank Jerad Gray, Dghelneshi, Moonsense715 , Neijwiert and dblaney for their contributions to 4.7 (If I missed anyone else who contributed to 4.7, sorry) Changes made since 4.6 update 9: Various bug fixes. Added EnableVis TT.ini keyword to enable or disable vis. Added support for the Korean language (you can select it in the installer and it will switch your Renegade to Korean (or if you already have Korean Renegade installed, it will install on top of it) New scripts and fixes to existing scripts by Jerad2142. Fix an issue with one of the files in the Japanese version. If you already have Japanese Renegade installed and select Japanese in the installer, it will install the correct file. Fix a bug with animations. Fix to the anti-cheat (details withheld to not aid cheaters) Fix memory leaks in Log_Killed_Message and Get_Player_Name engine calls. Added bot logic written by Moonsense715. New scripts and fixes to existing scripts by Moonsense715. New scripts and fixes to existing scripts by dblaney. New scripts and fixes to existing scripts by jonwil. Add new console command botcount to let you turn on the bot logic and set how many bots you want (and optionally add them all to one team) Add new engine call Get_Multiplayer_Spawn_Location to obtain a spawn location for a soldier object. Add new engine call Is_Pathfind_Generated to verify that the current map has valid pathfinding. Add new engine call Get_Closest_Pathfind_Spot to determine the closest pathfind spot to a position. Add new engine cal Get_Closest_Pathfind_Spot_Size to determine the closest pathfind spot to a position given a minumum sector size. Add new engine call Get_Radio_Command_String to obtain the string ID for a radio command given its index. Add new engine call Is_Sidebar_Enabled to determine if the sidebar logic is enabled (as opposed to the regular stock PT logic) Add new engine calls Can_Build_Ground, Can_Build_Air and Can_Build_Naval to determine if a given team is able to build a ground unit, an air unit or a naval unit at this point, i.e. is the factory alive and not busy) Add new engine call Is_Soldier_Busy to determine if a soldier is currently busy (i.e. doing an action of some sort) Add new engine call Get_Script_Parameters to get information about the parameters to a script. Add new engine calls Get_Enlisted_Purchase_Items and Get_Purchase_Items to obtain the purchase items from the purchase settings. Add new engine calls Is_Infantry_Purchaseable and Is_Vehicle_Purchaseable to determine if an infantry/vehicle is currently purchaseable. Add new engine call Kill_Messages_Disabled to determine if kill messages are disabled via the tt.ini keyword Add new engine call Is_Extras_Enabled to determine if the extra/secret PT pages are enabled or not. Add new engine call Set_Emot_Icon to display the emot icon for a radio command over the head of a given soldier. Fix an issue with the per-map polygon budget settings that could cause crashes in some cases. Add new engine call Can_Generic_Soldier_Teleport that will test if a soldier is able to teleport to a given position or not. Add new engine call Find_Closest_Poly_Position that will find the closest polygon for a building given a position. Add new engine call Find_All_Vehicles_By_Distance that will find all of the vehicles in a level sorted by how far away they are from a given position. Change various sound creation engine calls so they return an int which can then be passed to Commands->Stop_Sound to stop the sound. Works over the network. There is also Stop_Sound_Player and Stop_Sound_Team. Add new engine call Enable_Spawners_By_Name to enable/disable all spawners on the map given a preset name. Add new engine calls Say_Dynamic_Dialogue, Say_Dynamic_Dialogue_Team and Say_Dynamic_Dialogue_Player to allow you to trigger the dialogue system (complete with face movements) over the network. Commands->Enable_Letterbox now works over the network to enable the black bars at the top and bottom of the screen (as used in some single player missions for in-game cutscenes). There is also Enable_Letterbox_Player for a per-player version. New engine calls Set_Max_Health_Without_Healing and Set_Max_Shield_Strength_Without_Healing that set the max health/shield but do not change the current health/shield. Fix a typo preventing the Create_Explosion function in cinematic text scripts from working. Bots/AI now correctly handle gravity-affected/lobbed projectiles. Fixed a crash if your GPU has a name longer than 128 characters. New physics class DynamicProjectorPhysClass which is the same as DynamicAnimPhysClass except its got projector settings like StaticAnimPhysClass. Fix an issue with the scripts M00_Play_Sound and JFW_Play_Sound that caused them to constantly spam sounds. Fix so that if the AI code is targeting a soldier and that soldier is in a vehicle, it will use the vehicle as a target instead of the soldier (this was causing issues in cases where the soldier's actual location was outside the pathfind grid) Fix an issue with tracked vehicle bots driving backwards. Add new versions of Get_Team_Cost and Get_Cost engine calls that take a preset ID instead of a preset name. Fix an issue with choosing the sound file to use with a sound preset. Fix a bug in SysTimeClass::Get Fix so track movement and track wheels work correctly at any frame rate. Add new engine call Test_Raycast_Collision that will test if there are any objects between 2 points in space and optionally test if the object you hit is a specific object you passed to Test_Raycast_Collision. Add new engine call Is_Inside_AABox to determine if a position is inside an aabox. Add new engine call Does_Beacon_Placement_End_Game to identify if beacon placement ends game is enabled. Add new engine call Is_On_Enemy_Pedestal to identify if a beacon object is on the enemy pedestal. Add new engine calls Set_Subobject_Animation and Set_Subobject_Animation_Player to set an animation on a subobject of another object. Fix a bug in LineSegClass::Set Add TimeScale console command. Allows you to fast forward and run the game in slow-mo. It automatically syncs to clients. Scripts can also set the time scale with the Set_Time_Scale engine call and there is also a TimeScale tt.ini keyword. Fixes to animations for text cinematic scripts. Removed the ability to use weapon scopes on ladders (allowed you to aim and shoot anywhere, even though your character was facing forward with gun up in the air). Add new engine call Write_File_Async that will write to a file without blocking waiting for the write to complete. Doors that allow vehicles to open them will open for AI soldiers as they don't have portals generated in pathfind. Added a 'C EYES' bone which can override the line of sight from the 'C HEAD' bone in case the head bone is not where you need the eyes to be. Jump landing animations now use unused stock Renegade landing animations, this will reduce the amount of times players shoot the ground at end of jump (which in turn will improve server synchronization). Fixed a bug that caused soldier bot weapon tilt to go to extreme up, extreme down, or middle; it now smoothly moves between them. Fixed bugs causing AI that operate vehicles not facing the turret the correct direction on-line. Improvements to lighting code. To enable new lighting where intensity affects dynamic object put NewLighting=true in your tt.ini under the general section. To enable the new specular lighting feature put AllowSpecular=true in your tt.ini under the general section. Its strongly recommended that NewLighting be enabled when using specular. Restored the smooth harvester credit dump that was seen in stock Renegade, this was broken if the server was running more than 30 FPS and was removed in 4.x for bandwidth issues. It has now been re-added: Single player skirmish displays the default (but fixed) dump. LAN now dumps at a rate of 10 times a second. Online now dumps at a rate of 5 times a second, but can be configured with the server.ini setting of HarvesterDumpRatePerSecond, this setting has a few alt modes: If 0 it works as it did 4.x – 4.6 (credits stop flowing until dump finishes) If -1 it will basically send all the updates possible, making a nice smooth, if not bandwidth intensive update to the player If > 0 it will update that many times a second. Per map tt.ini files will now only update data loaded from tt.ini, per map will no longer completely replace server tt.ini settings. Add LinearImpulseScale and AngularImpulseScale tt.ini entries. This allows you to scale the amount of impulse applied when vehicles collide. Regenerate pathfinding on all the stock multiplayer maps so the bots created by Moonsense715 can function properly on those maps (fixes issues with doors and with pathfinding around nod turrets) Fix vis glitches on the single player mission "Evolution of Evil". Fix glitches with some looping wind sounds so they loop properly. If you are running 4.6 Update 9 (or any earlier version) you will be automatically updated to 4.7. Due to some changes (mostly the fixes to the maps), the update will run the scripts installer again. Just select the appropriate options and it will install. People wanting a full installer (to install from scratch or to do a full reinstall), a server download or a tools download can find them on the Tiberian Technologies website (www.tiberiantechnologies.org) in the downloads section. Appropriate source code for 4.7 as well as the source files for the map fixes in 4.7 can also be found on the site. People who wish to use the excellent AI bots created by Moonsense715 on their server just need to use the botcount console command to set the number of bots they want (and optionally which team they want the bots on). Set to 0 to turn bots off completly. These tutorials https://w3dhub.com/forum/topic/416719-ai-bots-advanced-1/ and https://w3dhub.com/forum/topic/416724-ai-bots-advanced-2/ give details on how to customize maps and add more fleshed out support for AI bots to those maps beyond the support you get if you just turn bots on. Server owners will need to make sure they copy over all the updated map mix files, the updated always3.dat and the update anticheat.ini. If you have a modified version of anticheat.ini and want to know what's changed in the one in scripts 4.7, open the 4.7 anticheat.ini and search for the line b3b5a7faa502f747d3bc8ff5c63a99cb=M00_Tutorial.mix in the file. Copy that line and everything down to the end of the file and paste it into your anticheat.ini file. The source lvl files for our fixed maps are available on the Tiberian Technologies web site as mentioned above in case people want to modify them for some reason. People who need Dragonade will have to wait for a compatible version of Dragonade to be released.
  4. 309 downloads

    This is the Sole Survivor mod for C&C Renegade, released in 2004 by SomeRhino. Download contains the release 1.01 installer as well as the 1.2 patch. You will need stock Renegade for this to work. Enjoy!
  5. The community is organizing a huge reunion to celebrate Renegade's 19th birthday! During the event, we'll be hopping between multiple games inspired by Renegade, along with enjoying some action from the classic itself!
  6. With the release of scripts 4.7 it's now time for yet another Bear Island update!New Stuff: • Mice now run around the base at the start of the game. Players can kill them for a little cash and to burn time while they wait for other players to join/start the game. • The top 11 players will now start the game off as distinct deer from each W3D Mod as well as a Renegade deer and Renhalo deer. • Added 4 new weapons that are purely for bragging rights: Fire Axe – A powerful melee weapon unlocked by getting over 1,000 normal animal kills. Knife – A weak melee weapon unlocked by getting over 4,000 mutant kills. Ruger 10/22 – A weak long-range instant hit weapon unlocked by playing for over 1,000 minutes. And one last weapon I am going to keep secret; Easily unlocked once you figure out what you must do. • Added 2 new items: The Portable Pumpjack, a bonus reward for completing 100 side objectives. This item gives a very slow trickle of money. Placement affects payout. The milk bottle, an item that will slowly regenerate your health after drinking it. Unlocked by completing the cow objective. • Two new objectives: Find the lost cow – returning the lost cow to the new barn (which is outside the main base) will grant the player the milk bottle. Secret objective • Added 11 new high scores for the new objectives • Voices on bear island can no longer overlap. New voices will stop old ones • The StatsWebsite has been updated to display the new scores, also added the ability to export all scores into an excel document so users can crunch that data however they like. Tweaks and Bug Fixes:• Objective [blurb]New Animals, Objectives, Ranking, bug fixes, and more![/blurb]Fixes Fixed a bug with the cougar objective that was causing a pink star to show up on the radar at 0,0,0 Turret Truck objective no longer spams objective stars Fixed a bug that could cause the side objectives to number wrong. • Many score fixes: Fixed some scores that were being worded wrong. Fixed the cougar objective not being counted as a side objective Fixed oil rigs and weapon containers not adding to proper score tracking Fixed a bug with the turret truck’s score C4 vest score fixed • Mutant attack tweaks: Minor difficulty buffs to the mutant assault (more health). Mutants no longer die when attacking non-moving objective targets. Fixed a massive bug with how mutants attacked the President of Corporate America. At some point I broke the code and many mutants surrounding the POCA were not doing damage to him. Fixed a bug causing mutants not to properly rush the POCA in a last-ditch effort before the gates close. • Wildlife Tweaks: Wildlife AI improved to avoid the player better Wildlife now rotate much faster so they can flee quicker Wildlife now gets cleaned up at the same point the last normal bears disappear. Normally, the mutants kill all the wildlife but it was previously possible to have some manage to hide and live until the end of the round, which could only waste networking at a best-case scenario. • Miscellaneous: Fixed the billboard LOD’s so they do not disappear super early Updated billboard advertising Turrets and alarms now use the new physics type for texture projectors for lights. Cleared out 127 unused animal animations Updated the credits to include people I missed Added the landing animations for all animal weapon poses as the engine now uses Land animations besides the A0L# set. Massive VIS improvements. Fixed dazzles on the factory disappearing too soon.[blurb]New weapons, objectives, animals, bug fixes, and more![/blurb] Final Boss’ head can now be shot. It was a bug that it could not be hit previously. Friendly AI have had massive improvements to their kill system, so they get kill cash properly. Reduced the voice spam for killing 10 animals in a row. It now only plays once per game per player. Massive spawn system improvements so the player will not spawn in sight of the Final Boss. Reduced the payout of the engineer objective being they are so useful. Tweaked the safe teleport distances. Players should no longer spawn on the other side of walls if their spot was blocked. MA_Bear_Island.zip
  7. As you may or may not know, Wyld1USA has sadly passed away. Our hearts go out to his loved ones and family. He was a dear friend to all in his life and one of the greatest people you could have hoped to meet in the Renegade community. For more information on Wyld1's passing, you may visit https://multiplayerforums.com/topic/8525-goodbye-wyld1usa/. The MPF community will doing a classic Ren-style event to tribute him with beacons, and with some memorial objects that he liked, such as cookies. The server will be available this weekend as "Wyld Fun & Cookies Memorial." You can join this server to play with everyone, and tribute Wyld1USA. MPF NewMaps and RenCorner Marathon will be offline for the duration of the event. Event features: Every character has been replaced with Hotwire (model change). Buildings have 25% more hit points. Beacon cost has been reduced by 50%. Removed audio alerts that were over 10 seconds For 10-second beacons. Added chat replacement for "RIP" -> "Rest in Peace." Replaced crate model for TT clients with a cookie jar, in honor of Wyld1USA. Memorial credits: MultiPlayerForums - Organizing and asset creation RenCorner - Asset creation Original thread announcement and additional info can be found at https://multiplayerforums.com/calendar/event/30-wyld-memorial-event/
  8. Hi everyone) I need your help. I recently downloaded RenegadePublicTools to edit the C&C Renegade game. So here. I opened the Renegade Map Editor, and it turned out that there are NO resources (soldiers, cars, buildings, weapons, etc.). What should I do? Maybe you need to install any resources so that I can create maps for C&C Renegade? Please help me(
  9. Problem clicking on servers.. when i hover over a renegade server it will illuminate when i click join but it wont do anything else. Idk if i need to reinstall w3d launcher or what.. I have downloaded the patches i needed from cnc.net Note: this is my first time installing the game. Please help me, im not very computer illiterate lol
  10. I made it not as good as I wanted... so, this remake now sounds like the first Red Alert. But I really enjoyed the process of making, this mood is kind of new for me, it was mostly changing from one piece of sound to another, I did many jumps.
  11. Edit: Cant launch game.. I can hover over the play button but it wont launch the game or anything from the w3d hub. This is my first time after installation. Any suggestions would be appreciated......
  12. View File Ottoman Sound Pack A blast from the past, the Ottoman Sound Pack has returned! Created for Tiberian Sun: Reborn, this pack is also compatible with Interim Apex and base Renegade! Just extract the audio files to your chosen games data folder, and hop ingame. Now, the radio commands (issued via Ctrl/Alt + num) will properly capture the panic of battle and the atmosphere of Renegade. It's an absolute blast to play with! Submitter Killing_You Submitted 01/26/2020 Category Custom Audio
  13. Version 1.0.0


    A blast from the past, the Ottoman Sound Pack has returned! Created for Tiberian Sun: Reborn, this pack is also compatible with Interim Apex and base Renegade! Just extract the audio files to your chosen games data folder, and hop ingame. Now, the radio commands (issued via Ctrl/Alt + num) will properly capture the panic of battle and the atmosphere of Renegade. It's an absolute blast to play with!
  14. Help ikeep trying to join a game and it always crashes after the ne check
  15. This is some funny and old video I found in my account. Sydney gotta go fast, ha-ha!
  16. Roughly 5 years ago Bear Island was first released (roughly because I didn’t use an SVN back then so all I have to go on is the first commit to the scripts .git), since then many have claimed it was their favorite map; so, for its 5-year anniversary I’ve decided to do a massive number of bug fixes and major improvements! New/Improved Features: • The Armored car has been reworked into a supply vehicle (more details below). • Major improvements to the boss fight system (more details below). • Added a new objective, this is available before the midpoint of the game. • Added 96 voice files to the game! • Cougars now make an appearance in the fight! • Purchasing vehicles now marks their drop location with a signal flare. • Score system now tracks the last played time of players, this is used on the Stats Website (http://jeradsnetwork.midcoip.net:10025/StatsWebsite/BearHunter) for Bear Island. • AI Engineers will no longer repair vehicles that are empty, this will keep them from wasting time with vehicles that have been forgotten when turrets and occupied player vehicles are taking heavy damage. • The bonus objectives have been reordered to go closest to the base to furthest, in addition objectives that are hidden are now numbered as they’re discovered instead of being hard coded. • Wild deer now travel in herds and flee in herds to more accurately reflect reality. • Wild deer now have two 3d models, bucks and does. • Tiny Deer now have two death animations, so they don’t always fall over the same way. • Water now fades to black to more accurately follow the shoreline so players can easier tell where not to walk. • Made some major improvements to the vis system especially when inside the main base. Bug Fixes: • Fixed a single clump of grass near the main North East gate that had projectile collisions. • Fixed several objectives that were named wrong or referenced beta concepts. • Entering the water now correctly kills the player, not sure when this broke but its been broken a while, the score system also now correctly records water deaths. • Fixed a bug with the objectives system that caused players to be unable to see objective updates once they are out of lives. • Fixed two high scores that were updating for all players even if they didn’t play in a round of Bear Hunter. • Revised how the game determines of all players are dead during the final boss, this change was made because if the last player suicided while all the other players were dead the boss would derp and just sit there, making the game take forever to end. • Player now faces the direction the spawn points on the map were placed, don’t know how I missed that issue all these years. • One of the objectives had an “…” (Thanks MS Word) instead of “...” which caused it not to display. • Renamed a high score that was calling AI “ai” instead of “AI” • Fixed a bug that allowed players to leave the base and not die during the final boss fight. • Mutant aiming now ignores damage animations. • Reduced payout of the painkillers objective to 100 per player. • AI now properly targets black bears instead of aiming at the feet. Armored Supply Truck Rework: • What was once a boring armored vehicle now takes the role of a resupply truck for infantry and vehicles. • The vehicle now supports vehicles and infantry within 75 meters of it while its lights are on, the driver can see the range of this effect. • Having the lights on does attract attention of the mutants (this is old functionality, but it now serves a point to have the lights on). • Units must wait 15 seconds after taking damage to receive HP, it takes 1 minute to refill the health and armor bar with one truck. • Infantry must wait 7.5 seconds to regen ammo, it takes 15 seconds to refill the gun the infantry is holding if it has 0 ammo. This effect also refills the weapon crate weapons. Boss Fight Improvements: • Improved the AI of the final boss, it will now remove C4 if it sees it as a bigger threat than its currently target, so players, make sure to hide the C4 now. • Boss AI now thinks 10 times a second instead of just 4 to better improve its target selection. • Fixed a bug in the boss AI that allowed it to attack the President of Corporate America before all players were dead. • Boss no longer plays damage animations; this reduces the chances of its shots going wild. • Spawn system now only spawns players near PTs during the boss fight. • Spawn points are only used if no enemies can see the point (although if it plays out that enemies can see all the spawn points it will choose the one furthest from all enemies, boss takes priority in weighting here). 2.0.0 is now live on the Crazy Coop Server. Note: This requires Scripts 4.6 Update 9 (released today) http://www.renegadeforums.com/index.php?t=msg&th=41266&start=0&. MA_Bear_Island.zip [blurb]Check out the latest update to Bear Island! A co-op map for Renegade.[/blurb]
  17. 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?
  18. 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?
  19. 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.
  20. 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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