-
Posts
1826 -
Joined
-
Last visited
-
Days Won
145 -
Donations
0.00 USD
Reputation Activity
-
trunkskgb reacted to Pwn Call in "VIS" Sector Tutorial
That should be plenty high. You will have more manual Vis points to add though so look really carefully by building entrances (especially the hand of nod). And small areas like tunnrls
-
trunkskgb got a reaction from falcod in Map Fix Update Rotation
The Obelisk doors are fixed, and I moved the bush near the WF further away. As far as everything else goes, I'm not going to adjust because I can't, and I don't want to anyway. I've seen GDI win this plenty of times, that being said. Every map here is unique and that makes us special.
I'm really only doing all this because of the short sightedness of the new update. More will come too as long as these maps keep breaking.
-
trunkskgb got a reaction from zunnie in "VIS" Sector Tutorial
It was suggested I do this with the maps I have been repairing recently(Pacific, Arena & Tiberium Temple), with Level Redit. I guess if there is no VIS sectors from within the Gmax part of these maps, there won't be much I can do. I'm going to try anyway though.
-
trunkskgb got a reaction from Pwn Call in "VIS" Sector Tutorial
It was suggested I do this with the maps I have been repairing recently(Pacific, Arena & Tiberium Temple), with Level Redit. I guess if there is no VIS sectors from within the Gmax part of these maps, there won't be much I can do. I'm going to try anyway though.
-
trunkskgb reacted to Pwn Call in "VIS" Sector Tutorial
Maybe just try it again, sometimes LE does weird things for no reasons it seems. It should be working fine though.
-
trunkskgb reacted to zunnie in Map Fix Update Rotation
Map Fixes and Update
No screenshots this time but trunkskgb has fixed 3 maps so far that got broken by 4.1's latest update:
Pacific
Arena
Tiberium_Temple
And a map created by trunkskgb himself:
Ridge
And also a map made by me (zunnie) based off the Blaat map (now removed from rotation) called MPF_Valley.
Featuring Helipads, repairpads, conyards, advanced comm center, shrine of nod and a medical center with medicopters and ambulances!
Also the maps mention in last news topic from Pwn Call are now added, there was a bug with 4.1 which broke them :/
The server is now running on RC3 again so they are now working properly.
They have been added to rotation
Have fun
-
trunkskgb reacted to zunnie in Recent Attacks causing some downtime...
There appears to be an attack going on on the server right now.
Most servers and services that are running on it are unavailable completely or really slow.
Sorry for this, some asswipes are attacking it.
Hopefully it will stop soon so we can have some fun again
Sorry.
-
trunkskgb reacted to BillieJoe67 in TT Update 4.1 - Mandatory!
They're hoping to get it fixed sometime today apparently
EDIT: It's been released today
-
trunkskgb reacted to zunnie in TT Update 4.1 - Mandatory!
The TT launcher replaces Game.exe thats why most people get auto updates/errors when its down.
Afaik TT shut down the update server because people who auto-update get problems, you need to manually download the update from their website at http://www.tiberiantechnologies.org
Only problem with this is that ppl now get a wrong firewall notice :/
-
trunkskgb reacted to kenz3001 in Good PC for RenX
get a mobo,cpu and ram bundle ... DONT get a cheap ass PSU get a 80+ certified one ... cheap ones tend to blow or damage things and use more power then needed
what i have read about the dell 570 the case is a mini so ya not going to fit much in it ... and dell like to use there own mountings so a new case might be needed
-
trunkskgb reacted in Possible bug on Complex_CB (At least I think that's the map, it's definitely Complex)
In the futeure avoid flying into giant planes ^-^
-
trunkskgb reacted in [Max/RenX] Spotlight Effect - Author: Mauler
Tools used, 3DSMax 8, W3D Tools for 3DSMax8
Creator: Mauler
Create a cone or cylinder. Apply the texture setting as follows,
Vertex Material Tab
Set Ambient,Diffuse,Specular to black and Emissive to whatever color you wish to emit
- Apply Linear Offset with,
UPerSec=0.02
VPerSec=0.03
Shader Tab
- Blend Mode
'Add'
Texture Tab
- Stage 0 Texture
I used Ref_Dust.tga for this
Apply the texture to your cone and use your desired UV coordinates. Now apply a vertex paint modifier to your light mesh.
Now select the bottom vertices of your light cone and apply the black vertex paint. This will help blend your edge and make it look like the light is fading out from its light source. Make sure the mesh has '2-Sided' applied under W3D Tab.
There, once your done it will look like this.
-
trunkskgb reacted to zunnie in [LevelEdit] Add Music To Map
Revision: 316 Author: zunnie
Date: Monday, September 02, 2013 6:54:19 AM
Message:
Add music for trunkskgb from Frank Klepacki. Backstab and No Mercy Remix.
----
Added : /Editor/UltraAOW/music/Frank_Klepacki_-_Backstab.mp3
Added : /Editor/UltraAOW/music/Frank_Klepacki_-_No_Mercy_Remix.mp3
It is on the SVN now do SVN Update -
-
trunkskgb reacted in Transparent Glass
If you where to un-check "shatter" in the w3d options then it would not break
-
trunkskgb reacted to zunnie in Capturable Tiberium Silo's
Required Files: CapturableTiberiumSilos.zip
TEMP a preset into Object->Vehicle->Mounted and call it for example "Capturable_GDI_Silo":
Goto the Physics Model tab and for ModelName click the folder button and browse for the gtsilo.W3D file, click Open:
Goto the Settings tab and set Health to 2 and Healthmax to 300 (yes: ShieldStrength and Max should be 0.000)
Set Skin to CNCMCTSkin and Shield Type to CNCMCTSkin
Set DamagePoints to 0.500 and Deathpoints to 0.000
Set the TranslatedNameID to IDC_Enc_Struct_GDI_TiberiumSilo_Name (found in the strings editor under the Enc category)
Still on the Settings tab set PlayerType to Unteamed
Radar Blip Type should be Stationary
Goto the Scripts tab and click Add... for Type browse for the z_Capturable_TibSilo
For Name parameter Owner we set the Value to -2 (which means unteamed).
Now select your temped preset called Capturable_GDI_Silo and click on "Make" button.
It will appear on your map. Save your level and make your mix file.
Now people can play your map and capture the silo.
Repeat the above process for the Nod Tiberium Silo but set Team to Nod, that's all.
Greetz zunnie
-
trunkskgb reacted to zunnie in Add Recon Bike Purchases for Nod & GDI
These files you need for the Recon Bikes: ReconBikeFiles.zip
This tutorial will cover setting up the Recon bikes entirely for both Nod and GDI.
We will modify the weapon, the weapon ammo, the bike settings themselves and add them to the purchase terminal options.
The settings i use make the Recon bike well worth its $700 imho, in most maps its a piece of shit lol.
With the settings used here you make it a valuable asset for the teams although they do still die very fast.
The reason i gave it 10 armor points is because it then takes 2 ramjet shots extra to kill it.
Ok let's get on with the show. I am assuming you have already loaded the terrain for your map and are now ready
to setup the Ammo for the Recon bikes.
1) Setup the AMMO
Expand 1)Munitions, then 2)Ammo, then 3)Ammo_Vehicle_Weapons and click on Ammo_ReconBike_Rocket_Player.
While selected click on the 4)Temp button
Give the ammo a name such as Ammo_Recon_Bike
Goto the Settings tab and change the following settings accordingly and then press OK to temp the new ammo preset:
EffectiveRange: 135.000
Velocity: 80.000
RateOfFire: 50.000
You should end up with something like this in the preset listing after pressing OK to Temp it:
2) Setup the WEAPON
Now Expand 1)Munitions, then 2)Weapons, then 3)Weapons_Vehicles and select the Weapon_Reconbike_Player.
While selected click on the 4)Temp button
Give it a name, such as Weapon_Reconbike_Good, then proceed to the Settings tab and enter the following settings:
SwitchTime: 0.500
ReloadTime: 1.000
KeyNumber: 0.000
Scroll further down to the options for PrimaryAmmoDefID and SecondaryAmmoDefID and click on the 1)button to change
the Ammo it uses to Ammo_Recon_Bike (what we temped under Ammo in Step 1) as shown on the picture below:
Endresult should look like this:
3) Setup the Nod Recon Bike
Expand 1)Object, then 2)Vehicle, then 3)Nod Vehicles, then 4)Nod_Recon_Bike and 5)select CnC_Nod_Recon_Bike and finally click 6)Temp
Enter a name like Nod_Recon_Bike_Good, goto its Settings tab and set the following options:
Health,HealthMax: 225.000
ShieldStrength,ShieldStrenghtMax: 10.000
Shield Type: CNCVehicleHeavy
DamagePoints: 0.070
DeathPoints: 50.000
Scroll down to the WeaponDefID setting and click the button and change it to the temp we made earlier:
Endresult should look like this:
4) Setup the GDI Recon Bike
Select the temped Nod_Recon_Bike_Good we created in the previous step, and click on the Temp button,
name it GDI_Recon_Bike_Good like on the image below:
Goto the Physics Model tab and under Settings ModelName click the folder icon and browse for your v_gdi_bike.w3d
Goto the Settings tab and set PlayerType to GDI:
5) Add to Purchase Terminal Options for GDI
Under Global Settings, Purchase Settings select Vehicles (GDI) and TEMP it, name it Vehs GDI:
Goto the Settings tab and scroll all the way down to Entry 10, for Name click on the letter-icon,
Goto the Tab "ENC" and scroll down to the Reconbike name as on the image below and select it:
For Cost we do 700, the Texture we set to hud_gdirecon.tga and we select the GDI_Recon_Bike_Good for the Object:
Endresult looks like this:
6) Add to Purchase Terminal Options for Nod
Repeat Step 5 above but this time select the Vehicles (NOD) and Temp it and name it Vehs NOD
Goto Entry 10 and set the letter-icon to the reconbike name, cost 700.
Take note that you set the Texture for Nod to hud_reconnod.tga and for the Object you select the Nod_Recon_Bike_Good.
7) All done! If you did this correct and make your mix file (make sure you include the w3d and dds and tga files in it) you SHOULD be able to buy Recon Bikes.
Good luck!
-
trunkskgb reacted to zunnie in Creating tunnels with Boolean
I uploaded all your pics to renhelp subdomain instead now so they dont get lost
-
trunkskgb reacted to Pwn Call in Creating tunnels with Boolean
City/Square Tunnel Tutorial
By Pwn Call (aka ESCALADE)
----------------------------------------------------
This tutorial is for making basic square or really basic shaped tunnels , just not including cave/rock type uneven tunnels although some of the same basic principals can be used for those type of tunnels as well. When you are done they could look something like this
------------------------
First I will do a small intro about the Snap to Grid tool, which in my opinion is the most useful function when making maps, that I just recently found out about. In the lower right corner of your RenX screen there is an area for Snap to Grid as well as a few other options, another really useful tool is the Snap Rotate tool which snaps to increments of 5 degrees by default. Look in the image below and the lower left icon with the magnet and the 3 is the Snap to Grid tool. It is default set to off so left click to turn it on. You will know your Grid is on when you see the cyan + sign displayed on the grid.
To change the increments of the snap to grid or snap to rotation simply right click on them and a menu will pop up, go to the Home Grid tab and then change the grid spacing to your desired ammount, for this tutorial start the grid at .25. If your tunnel is significantly bigger, (for tanks for example) you can have the grid much larger like 1.
Ok first you need to start off in Gmax with an area that your tunnel will be cutting through, could be a mountain or building but generally it should have a flat surface at the entrance and exit because it will make it easier to make. I recommend using the Grid throughout the whole thing as it makes it much easier.
First this is my block I will put my tunnel through
Now you need to create your tunnel. I have my view on the Left for this tunnel and simply make your box the size you want your tunnel, also note that you want some extra room on the sides and top because the dimensions of this box will be for the outside of your tunnel not the inside which you will see in a moment. Notice the blue line is the object I'm cutting through and the white is the new box that will be my tunnel.
Also make sure that it is long enough to go all the way through your object so you can change the length or in my case since I made my tunnel from the side view the height.
Next what you will do is create another box that will cut out your tunnel. This box needs to be smaller than your first box on the sides and top but make sure it goes down below the bottom like in this next picture. This will be cut away from your original box leaving your tunnel to walk through, here you can change the width of your tunnel sides and ceiling by making this box smaller or larger.
Next change to the Top view again and make sure that the box goes all the way out past your original tunnel box so it cuts all the way through. If it isn't long enough change the length or height to make it long enough. It should look something like this.
Here is the same thing in the perspective view
Next what we will do is customize our user interface to add the boolean tool to the toolbar which is useful for tunnels and other objects. Go to customize then user interface
Then go to the toolbars tab and scroll down to boolean compound object
Once you find it click and drag it up onto your toolbar, it doesn't have to be where I put it just somewhere for easy access.
Now we will select our original tunnel box mine is the outlined box in this picture
Then we click on our new boolean tool icon
This will open up the bar on the side for the boolean tool options. I will explain the other ones at the end of this tutorial but for now it should be set on Move and the choose Pick operand B
So now while using the boolean tool after you hit pick operand B the next object you click on will be removed from the original object. So now click on the box that you want to remove from your tunnel and POOOF!! its gone and it took away from the other box and leaves you with a tunnel type object! If you accidentally pick on the wrong object no worry just hit undo and then select again.
After you use the boolean tool on an object always turn it into an editable mesh afterwords, this way you can edit it or take another boolean out of it if you wish. Do this by right clicking on the object then Convert to Editable mesh
Side note for boolean tool, NOT NECESSARY FOR TUNNEL TUT
(So if you want to use boolean to make windows in a wall for example you would do your first boolean then convert to editable mesh, then select boolean again for the next window then turn into editable mesh, and keep repeating this process for all of your items that are taking away from the original object.)
Now notice it did not cut away from the building that the tunnel is going through, this is because only the tunnel was selected when doing the boolean tool. Now we will cut through this box as well so we can go through our tunnel.
So now change your grid spacing to half the size of what it previously was so in my case I will change it to .125 now.
Now we will make a box that will cut out of the building, your settings might be messed up from using the boolean tool so go to the create tab and then standard primitives to make another box
Make your next box in between the inside and outside of the tunnel and below the bottom. If it is inline with the inside edge of the tunnel then two textures will be in the same area and it will flash in between the two textures and look weird on your map.
Again make sure it goes out past the length of the tunnel so it cuts through all the way so make it bigger like in the second image here
Now select the building that your tunnel will go through, in my scene the blue square.
Now go to the boolean tool
And again move should be checked and the pick operand B
Then click on the part to take out, again in my case the green square.
And there your tunnel should work now! And don't forget to turn the building back into an editable mesh!
Alright this is where the basic tunnel is finished, if you want your entire tunnel to be the same texture just add the texture you want to it and create a plane for the floor. If you want different textures for the walls and ceiling then do not add a texture to it and continue reading below.
-----------------------------------------------------
Advanced Tunnel Textures.
If you want the sides of the tunnel, the roof of the tunnel and the outside of the tunnel to be different textures then follow these steps!
Before you start this make sure there are no textures applied to your tunnel at all first, otherwise it could mess things up and will be harder to add the textures to different parts of your tunnel.
Your tunnel should be an editable mesh, if it isn't right click on it and turn it to an editable mesh.
Then under the modify tab on the right click on editable mesh and then the polygon icon
Next where it says Perspective in the upper left part of the Grid, right click on it and turn on edged faces if they weren't on. This helps you see which parts of the tunnel you have selected.
Now that you can see better what you are selecting select both of the walls of the tunnel like in this picture, see how they are outlined in red now.
Now right click on the selected area and go over to detach and click it. A smaller window will pop up if you want to name it something different than what is in the blank you can but it is not necessary. Neither box should be checked and hit ok to detach it.
Now do the same thing for the ceiling, select it and then detach it.
Now you should have 3 separate meshes for your tunnel, be careful because they can be moved separately now as well. Texture each of them differently to make your tunnels look more realistic like the ones I show below. A good idea once you texture them is to group them by selecting them all and then go to to group menu and then group. This way you can clone them and move them to other places if you wish. You can also change the shapes of your tunnels by converting them to editable mesh and then moving one end to make them go up or down. Play around with it a little bit and you can do some pretty neat things with the boolean tool. If you have any questions post them up and I'll do my best to answer them!
-
trunkskgb reacted to Pwn Call in [RenX] Destroyable Pillars
Thanks man!
Let me know if you have any suggestions for this tutorial. I'll update it here and there.
Also I have a theory to try,
I was thinking instead of having the furthest out collision box, that stops you from breaking the tiles, have the tiles that are breakable set to no physical collisions. This way you don't have to make as many boxes.
The only thing is that it might still allow them to break when you walk by them, or it might look like you walk to far into them because the core isn't super close to the outside.
I will have to test it and see first.