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Type: Posts; User: Joe90

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  1. Replies
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    Odd :(

    Odd :(
  2. Thread: Trainyard

    by Joe90
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    that looks really cool :) I really like the...

    that looks really cool :)

    I really like the sleek trains, trainy but futurey at the same time :cool:
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    Just so you know.. the KIntersect GPF bug has...

    Just so you know.. the KIntersect GPF bug has been fixed in this BetaPatch. Steve said they forgot to add it to the changelog ;)
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    Thanks, that cleared things up perfectly :) ...

    Thanks, that cleared things up perfectly :)

    Hmm stupid forum. It never sent me email notifications :(
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    What's the difference?

    function someFunction (Controller C)
    {
    local Vehicle V;

    V = Vehicle(C.Pawn);
    V.KDriverLeave(True);
    V.Destroy();
    }

    The above code works fine. The player is kicked out of the...
  6. Yes it's possible but not reccomended. Best stick...

    Yes it's possible but not reccomended. Best stick to the editor that came with the game you want to mod ;)
  7. Thread: Steps

    by Joe90
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    Ok some good tips there but really I would try to...

    Ok some good tips there but really I would try to stay away from Intersected and DeIntersected brushes. The problem with these brushes is that they can cause HOM effects. Use vertex editing instead,...
  8. Thread: Matinee Issues

    by Joe90
    Replies
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    I came across this problem sometimes as well and...

    I came across this problem sometimes as well and like yourself couldn't really figure out how to fix the problem (yes I tried the yaw/roll/pitch flags also). I ended up using looktargets and making...
  9. Thread: Steps

    by Joe90
    Replies
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    If your brush protrudes through the floor.. just...

    If your brush protrudes through the floor.. just move the brush up until it is touching the floor. For the gaping areas I would suggest you just increase NumSteps to compensate.
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    Checkout the MultiRes modifier. That's made for...

    Checkout the MultiRes modifier. That's made for recuding polygon counts. It's tricky to get a good result but it's a good starting point.
  11. Quite common, just like peole who post their...

    Quite common, just like peole who post their threads without searching the forums :D
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    CTF-MaccasCave (UT2004) BETA TEST

    Hey there :)

    Would some of you guys like to help me betatest my new CTF map?

    This is a remake of the classic map CTF-McSwartzly][ from UT99. The map is mostly made from StaticMeshes I made in...
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    Have you got your PowerCore's and links setup?...

    Have you got your PowerCore's and links setup? I'm pretty sure vehicles don't work correctly until that's done. Head over to http://www.unrealops.com and read/follow the onslaught tutorial.
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    What type of map are you trying to add a vehicle...

    What type of map are you trying to add a vehicle to? DM? CTF? what???
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    Ahh yes, if you want to respawn them then yes you...

    Ahh yes, if you want to respawn them then yes you need factories.
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    Nah, you don't need factories. Add your vehicle...

    Nah, you don't need factories. Add your vehicle and then open it's properties. In the Advanced section set bGameRelevant and bNoDelete to true and your vehicle should appear ingame just fine.
    ...
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    If you do the checks and your bone names are...

    If you do the checks and your bone names are correct.. Load the mesh into your modelling program and check to be absolutley sure it's boned/linked correctly.
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    That's really strange but I'm glad you other guys...

    That's really strange but I'm glad you other guys are getting your vehicle problems fixed :)

    I think Epic should have added some more error reporting code. When it crashes it should at least give...
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    The meshes you export to the editor from MayaPLE...

    The meshes you export to the editor from MayaPLE do not have watermarks :)
  20. Thread: Plz Help

    by Joe90
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    That means you have to.. Open your Movers...

    That means you have to..

    Open your Movers properties. Expand the Object section and set the InitialState to StandOpenTimed. :)
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    Now that I have it working it's logical to think...

    Now that I have it working it's logical to think that the problem comes from the modelling program and not having the mesh boned or linked correctly, since the error is always reffering to...
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    Alrighty. I got my vehicle working :D The...

    Alrighty. I got my vehicle working :D

    The solution was to edit my mesh in 3DSMax. I unlinked all the parts of my vehicle and then relinked them. The first time I must have done something wrong...
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    I'm trying to figure this out as well. I get more...

    I'm trying to figure this out as well. I get more or less the same error. Afraid that doesn't help you much tho eh? :(



    Which vehicle or class are you subclassing for your own vehicle?

    I...
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    Wow. I don't know what strange thing happened but...

    Wow. I don't know what strange thing happened but I was making a reply and suddenly the browse went to a new page and said I didn't have permission. That's very odd, especially since I was going to...
  25. Thread: Movers on Paths

    by Joe90
    Replies
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    1,348

    Ahh, yep StaticMeshes are called "STATIC" for a...

    Ahh, yep StaticMeshes are called "STATIC" for a good reason :p

    Yes, you don't need to bother with keyframes now. Matinee uses InterpolationPoints instead of keyframes.
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