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Type: Posts; User: SiGARMS

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    Well aside from rebuilding the lighting, nothing...

    Well aside from rebuilding the lighting, nothing else comes to mind at the moment. I doubt it's an issue with your system, it's most likely a procedural error. In other words, there's prolly...
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    There isn't a formula to being good at mapping...

    There isn't a formula to being good at mapping (or anything else), it's an art. Part of it's skill, part of it's talent, and part of it is just being the right mix of everything else to be one of...
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    You need to change the light type to Cylinder. ...

    You need to change the light type to Cylinder. It should be somewhere in the light properties. That way it will extend from floor to ceiling like a long fluorescent bulb instead of a regular bulby...
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    The only optimization you can do with emitters is...

    The only optimization you can do with emitters is to use less particles or less detailed sprites. Maybe you had some weird setting or a very high particle count reduction on your particular detail...
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    1000 - 1600 is WAY too many. 200 is pushing it. ...

    1000 - 1600 is WAY too many. 200 is pushing it. Keep in mind that not everyone has an uber processor or runs at the same detail settings that you do. You prolly shouldn't have anymore than 500...
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    Eek! That's a lot of particles. Try increasing...

    Eek! That's a lot of particles. Try increasing the size of the particles and dropping the number to 50
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    Poll: There are tons of good "classic" maps out there,...

    There are tons of good "classic" maps out there, like DE-Dust for example, that aren't too big on graphics but are huge on gameplay. However, they don't look like crap either. Dust isn't the best...
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    The key to smoke is getting it to dissipate. If...

    The key to smoke is getting it to dissipate. If you're in a very small, enclosed area, then collision may be the only way to do it. If you have to use collision, make sure your paticle count is...
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    Try loading your original map instead of the...

    Try loading your original map instead of the Autoplay file. It seems like whatever assets were used in the map are not in the file that is being loaded at launch. If you're trying to launch from...
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    Music in ogg is not imported into the level. UMX...

    Music in ogg is not imported into the level. UMX files, which can be imported, are no longer used. The common method of music distribution is to include the ogg with your map file in a ZIP when it...
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    I think lessons 1, 2, and 4 would be infinitely...

    I think lessons 1, 2, and 4 would be infinitely more useful than 3 and 5. :p
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    Make sure that in the mover properties for all...

    Make sure that in the mover properties for all the doors you have Object > Initial State > Trigger Control. If you don't have the doors set to Trigger Control, they'll just ignore the triggers.
  13. Thread: Interesting

    by SiGARMS
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    There were quite a few threads a few months back...

    There were quite a few threads a few months back about inspiration and getting ideas for maps. The current "hot topic" is the tron map. I remember another one being a stargate map. There's tons of...
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    Well you can follow the double doors tutorial...

    Well you can follow the double doors tutorial which is on my site (linked below). In place of a normal trigger, use a team trigger, and then set the team ownership to the team opposite the one you...
  15. Thread: terrain probs

    by SiGARMS
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    You need a zoneinfo actor in whichever zone(s)...

    You need a zoneinfo actor in whichever zone(s) that hold your terrain with bTerrainZone set to True.
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    Change the door to trigger control instead of...

    Change the door to trigger control instead of trigger toggle. Also, you can use a team trigger to make the doors open for only one team (useful for creating protected spawning areas or locking...
  17. Thread: Camera shake?

    by SiGARMS
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    I'd like to suggest that you make the camera...

    I'd like to suggest that you make the camera shake subtle, unless you're making a movie or something. Running around with the screen going haywire is enough to give anyone a headache. ;)
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    That would assume he could dl them... In any...

    That would assume he could dl them...

    In any case, if you *can* dl the VTMs, you may want to do so. They help immensly with the basics. :)
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    Wow, that's awesome. I didn't know about that...

    Wow, that's awesome. I didn't know about that either.. ;)
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    Support by the BuZZ. :) That's the highlight of...

    Support by the BuZZ. :) That's the highlight of my day!
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    Actually it would take more memory and would be...

    Actually it would take more memory and would be less efficient because converting a mesh to a brush is baaaaaaad. Brushes != Meshes.



    Grass shouldn't have collision, so...



    Exactly what...
  22. Thread: New map yay!

    by SiGARMS
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    Nothing wrong with that. It's better to have a...

    Nothing wrong with that. It's better to have a cohesive design that uses all BSP than to have a map with random static meshes in it.
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    Blocking volumes can be cylinders, cubes, and...

    Blocking volumes can be cylinders, cubes, and possibly triangular prisms. Don't make them too fancy. The purpose of a blocking volume is to SIMPLIFY collision, not make it more complex.
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    There's a terrain editing VTM series which you...

    There's a terrain editing VTM series which you can download if you don't have the UT2004 Special Edition. You can head over to the DL section once you've gained a bit of karma and grab them.

    If...
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    You'll need to use assault paths and place a...

    You'll need to use assault paths and place a higher (or lower) weight on certain routes. It's rather complicated, so be patient when you try it out.
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