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Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
On a somewhat different note, it's really frustrating to see a lot of vegetation meshes without a billboard-style LOD, even though TWI/RST made plenty of billboard textures, and then because the packages are all cooked you can't even put them in yourself. It makes optimizing large maps nearly...
You people need to remember that unlike in previous games, engagements in RO2/RS pretty mich always happen within 50m of the enemy. At such close ranges, ANY automatic weaponis going to be extremely effective.
I thought DPs required special tools in order to perform a barrel swap...
Not that anyone would have been able to perform it in WWII anyway... Stavka never issued spares.
To add onto Swag's post: Many stock maps in RO2 actually make use of BSP geometry in the buildings. It looks better to leave them as BSP instead of converting into static meshes, and the performance penalty is often negligible if you are only doing things like walls floors and ceilings (ie...
I dont know why Tripwire has ignored this issue for so long. Surely, the "cannot prone here" problem is less of a priority than this is. Hanto is an example of horrible spawn protection.
The SDK becomes very crash-prone when trying to manipulate large amounts of BSP actors. For me, it crashed the most if you tried to do anything with them except for translating in x, y, or z in sequence of each other. Rotating, scaling, and mirroring should be be done on an individual basis to...
BSP doesn't work well for covering up these sorts of gaps, because you will get very unnatural lighting. You'll want to use only static meshes, such as boulders and rocks to cover up these seams.
Yes, these are all accomplished in the material editor. There is no need to set up things like bones. The WorldPositionOffset node can be made to be dependent on the WindDirectionalSource actor to simulate swaying trees. Open up the M_Tree_Bark_Master in RSGame, and copy-paste their sway network...
The Rising Storm team made a very nice rain effect that never made it to release. You can use that in your map and turn it off and on randomly with Kismet, and this would not be too difficult.
So long as you don't try to make the density of your foliage too high, and use fog cleverly, a jungle...
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