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Showing content with the highest reputation since 05/19/2019 in all areas

  1. 3 points
    Hi, and thank you for really warm welcome. To sum it up shortly, I understand the aim of your project. And I think we can help each other. As I saw from your posts you guys do have done some BP work, and are looking to improve the quality level design wise. Since the class select haven't been made in ET2 yet, that would be a thing which would interest us. There are plenty of materials over the internet to do it, but if you guys are willing to help on that part, we are very thankful for it. Also if you see something that you like in our project. Let me know and I can also share some knowledge how we got some of the great models you can see in our game. I will join your discord channel soon, and there we can have a little more in depth talk. Your answer was totally okay and I approached you guys with no expectations. Regards
  2. 2 points
    After quite a while of rambling from a certain admin, I've thrown together a Game Design Plan you can find it here and please use this thread if it is anything you want to add here or have anything to discuss refering to this: https://github.com/thewolfteam/TWT_Territory/wiki/Game-Design-Plan
  3. 2 points
    @Ronboy thank you for the kind words, we will keep pushing forward. @Thunder I really doubt that there's a big skill difference in UE4 between us. I just know what I'm going for, the path is going to be long and rocky, but eventually we'll be there. You are welcome to join us. πŸ™‚
  4. 2 points
    Prepared this some months ago with Kemons texturepack.. Did I aleady send it to you @Thunder ?
  5. 2 points
    Really like the tutorials from the developers of ultraball game. And thank you for sharing the source. Wouldn't just copy paste anyway, I want to understand the blueprint as well. The progress can be seen over Instagram and Youtube, but a quick recap: -Movement + animations (run, sprint, crouch, prone) -Weaponslots 2,3,4 with animations, particles and sounds for them (shoot, reload, etc) -Medpacks working -Ammopacks working -Supply map and models (static mesh) -Two different Character models for each team -weapons(luger, mp40, thompson) - need to be animated(bolt moving back and forth, magasize change, brass shells etc) We're most likely to team up with another project that has quake movement replicated and also dedicated/lan server hosting
  6. 2 points
    This is actually pretty hard to make πŸ™‚ I am way better to make guns and machines...
  7. 2 points
    hey, @Swick, first of all welcome to Our humble comunity. And to answear your question, Yes I have taken a look at your project ET2. Wich indeed looks promising. And just so it should be clearified: We are not competiton to your project. We are not planning an ET2. Our project will have some of the stuff you find in ET but also other stuff you wont find in ET. And its merely a hobby freetime project. Of course if there is anything special you need.Something spesific maybe I or @WuTangH Is able to help you. mostly with models that is tho. Our project is purely BP for the moment.Havent done any sniffing on code yet. But we do have 2 teams, 5 spesific just like ET classes. but still there is work todo. I need to make those classes more spesific than just the same model and a name like medic or soldier.. but from time to time I am doing changes and getting there. Getting 100% involved in your ET2 isnt anything for me, I need to honest. I the kinda guy who makes 3 ET maps, help a little on etlegacy, doing some models, and some ue4 stuff at the same time so... not really me. I cant speak for other TWT members or admins and they are free to join in to help you if they like. hope this is an ok answear, even tho it was probably not what you were hoping for.
  8. 2 points
    Hi guys, have you taken a look on the ET2 project? We have the whole crossfire.nu community behind us which means hundreds of people. We also have a growing team, and we are just short of the developers. What you guys think, maybe we can help each others out? πŸ™‚
  9. 2 points
    Thank you guys for the warm welcome. I did take a look in your UE4 topic and saw there were a couple of guys doing pretty promising work. I would be happy to chat with those folks and maybe we can work together on ET2. Do you guys have a discord channel or smth? πŸ™‚
  10. 2 points
    ..posting final results
  11. 2 points
    Welcome @Swick! There are plenty of resources here for both players and mappers, so don't hesitate to take a look around. πŸ˜‰
  12. 2 points
    We are still in need of props to levels, if you stumble across anything we can use or can donate a model to us we are more than happy πŸ™‚ even such etuff as crates and barrels are cool. So if anyone got anyting, show it to us and lets decide
  13. 2 points
  14. 1 point
    I agree. Having this feature in Wolf ET would make a great game even better. 😎
  15. 1 point
    Here a few thoughts on what could be done. - the field ops could call air support that via parachut drops a device (shield) that the engi could use to protect himself from gunfire while constructing - engi constructs a telegraph that enables the covert ops to hear the enemies chat commands - the covert ops can via laser mark enemy soldiers that are then tagged by the field ops to receive airstrikes. So the airstrike moves with the tagged person
  16. 1 point
    I would add something related to that skill 1 can make skill 2 better etc. For example, if the engineer constructs a specific telegraph or something, then this makes the field ops capable to Call greater airstrike and enables the covert ops to hear the enemies in game voice commands (maybe even read them). So long story short, the team members are capable to increase the skills of the teammates. This is a great feature totally missing in ET.
  17. 1 point
    While my Castle Wewelsburg mod for Rtcw SP is temporarily stopped, I have something much smaller planned! Please take the time to read this article: https://www.moddb.com/members/ronboy/blogs/2019-castle-wewelsburg-update-still-alive-but-on-hold
  18. 1 point
    Our project is halted, might get back to it later but I need a break from ww2 and do something else.and I have a stopper when it comes to dedicated server and animation doesnt show to other player regarding control rotation, This is regarding when you move mouse up and down, then player should bend. It does so in fp view, but not in 3rd view.. so.... until I figure this out... other projects :) Cheers, Thunder
  19. 1 point
    not yet textured
  20. 1 point
    Remarkable work, @WuTangH. πŸ‘
  21. 1 point
    Nice to see someone here from the ET2 project. I saw that teaser video a while back ago, and I must say that it looks amazing. Modern GFX with the same gameplay style would be what many Wolf ET players have been wanting for years. πŸ˜€
  22. 1 point
    sounds like a good idea, you are gonna need manpower. Else you will just be burnt out and getting nowhere. If I werent such a noob on ue4 I would probably join in :)
  23. 1 point
    anyways, do you have a repo? just to see what you have and not have done?
  24. 1 point
    you may look into our source as much as you want, copy blueprints as much as you want, beware one thing tho atm team classes only work with dedicated server. wich is fine by us since we're making a multiplayer. I found the idea here: https://forums.unrealengine.com/community/community-content-tools-and-tutorials/113346-team-select-in-blue-prints-for-multiplayer but that was just for the teams, and for me it wasnt fully useable. I wanted to have spawn blobs for mappers so they can relate from earlier ET mapping. Also I still need to make constructable template and destructable.. destructable I guess wont be that hard in blueprints.. maybe not the other either.. but atm lack of time is the biggest problem. our source is to be find here @Swick https://github.com/thewolfteam/TWT_Territory
  25. 1 point
    I know @Thunder is doing some work on UE4. Perhaps @WuTangH also doing some things on it? HereΒ΄s the TWT Discord channel. Welcome πŸ™‚ https://discord.gg/gTrwW5T
  26. 1 point
  27. 1 point
    dropped my model an @WuTangH, gave a shot at it, looks way much better:
  28. 1 point
  29. 1 point
  30. 1 point
    If you are not happy with the result I would make the well a bit rocky with edges on purpose (rather than a cylinder). Cylinders usually don’t carry rock textures, no? This then looks natural like a real well made into a rocky ground.
  31. 1 point
    I just wanted to suggest the same thing πŸ™‚ phong shading it is. It will smoothen your cylinder but since you have a lot of edges in your cylinder it might not smoothen the thinggy 100%
  32. 1 point
    Don¨t hesitate to ask any questions you have. We try to help as much as we can.
  33. 1 point
  34. 1 point
    Hi Ray, Thank you for broadcasting our news here. I really appreciate what you have done for us! :) I also roamed around in TWT Forum and saw what you guys have also done your own projects in UE4. And I was happy with what I found, If you guys who have been developing: Macchute, Thunder and Teuthis would want to take part in our project I would be happy to discuss it with you. I know you guys are not AAA game developers and neither am I, but what is most important that we share the same passion for our beloved game. Feel free to reach out via email, to be part of the development team: gert@nothing2great.com Best regards Gert
  35. 1 point
    Welcome to TWT @Swick nice that you registered.
  36. 1 point
    Happy Birthday
  37. 1 point
    still missing some details... but getting there..
  38. 1 point
    started on a somewhat WWII B-24 B-17 Homelite Auxiliary Generator Model HRU-28 It wont be a 100% accurate, but pretty close. will see if I cant make it into different 3d types so we can use it in ET, UE and so on
  39. 1 point
    found the answear here I belive: http://www.simonoc.com/pages/articles/phongshading1.htm
  40. 0 points
    you know, if you getting better and better we have to start over again on models when project is done @WuTangH πŸ˜‚πŸ€£
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