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  1. Thread: Flyby Ships?

    by gidenjoe
    Replies
    15
    Views
    1,774

    I can't help you with the emitter thing but I can...

    I can't help you with the emitter thing but I can help you with the mover.

    The slowing down is caused by the glide by time if you set the movement to movebytime it will go normal.
  2. Thread: Flyby Ships?

    by gidenjoe
    Replies
    15
    Views
    1,774

    If you look in ctf-chrome you'll see that those...

    If you look in ctf-chrome you'll see that those particles in the rl and flak rooms follow the shape of a mesh so you can make a mesh that has the shape of your path and let the meshemitter use that...
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    I have a map but it's still beta that contains...

    I have a map but it's still beta that contains that torchwaver like projector effect.

    Basically you have to make a star shaped brighter gradient onto the grey surface as a texture.

    Then make...
  4. Thread: Handy tool

    by gidenjoe
    Replies
    0
    Views
    381

    Handy tool

    Ever wanted your BSP geometry in max to make matching static meshes?

    This url has obj2max on it which works with max 4 and 5.

    So you have your map in bsp, you remove all the actors and do file...
  5. Thread: kill zones?

    by gidenjoe
    Replies
    4
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    476

    You have a real killzone and a physicsvolume...

    You have a real killzone and a physicsvolume causing pain.

    What the other guy explained was that second one.

    But what you need is a killzone so first:

    Make sure in your current zone...
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    Problem with 2k3 was that Mark started hyping...

    Problem with 2k3 was that Mark started hyping ut2k3 too soon and they fell behind schedule due to some new bugs. So even if he didn't promise a release date explicitly he sure gave the impression he...
  7. Replies
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    The technical side is indeed explained here on...

    The technical side is indeed explained here on 3dbuzz and other site but maybe he could mean in general in an artistic way tips to design maps and gameplay issues.

    Since most beginners start out...
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    1,073

    You can also change the bhighdetail value in the...

    You can also change the bhighdetail value in the karma actors properties.

    For the chains it might also be a good idea to put bStartenabled to true.

    The trapdoor thing I haven't tried for myself...
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    *First make sure the texture files (bmp, tga,...

    *First make sure the texture files (bmp, tga, pcx,..) is on a dir on your harddisk without a space in it (c:\my textures won't work but c:\mytextures will)

    *Secondly your texture must have...
  10. Thread: Level design

    by gidenjoe
    Replies
    8
    Views
    836

    Good luck with your mapping efforts. You will...

    Good luck with your mapping efforts.

    You will find that the unreal editor is one of the best editors around as it is very wysiwyg and once you caught on with the workflow you can make great stuff...
  11. Thread: skybox

    by gidenjoe
    Replies
    10
    Views
    1,063

    That's logical since every pixel on the heightmap...

    That's logical since every pixel on the heightmap is a vertex on the terrain.

    Sure you can import custom heightmaps but you'll have to look in the editor what format they're in and how many bits...
  12. Replies
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    I think the ut2k3 textures suck a bit. 1) You...

    I think the ut2k3 textures suck a bit.

    1) You don't have all categories (urban, temple, nautical themes missing)
    2) Most textures are quite contrasty and can't be used together well so most maps...
  13. Hourences has written a tutorial about how...

    Hourences has written a tutorial about how staticmeshes are lit and how to make sure your meshes are done the correct way for the lighting to be at least a bit ok.
    ...
  14. Replies
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    The edges won't be too visible when you added...

    The edges won't be too visible when you added some lighting. Then the rest will be a bit darker and those edges won't be a problem, or else just modify your terrain a bit until you have the desired...
  15. Replies
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    If someone get's that light flicker triggered...

    If someone get's that light flicker triggered projector to work in ut2003 plz post it here, thx!
  16. Replies
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    691

    The only thing y ou can do is tesselate the mesh...

    The only thing y ou can do is tesselate the mesh more.

    You can also create a lightmap in your model package but since every plank is on a different location you can 't have the same lighting on...
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    For the one color and one transparency well, you...

    For the one color and one transparency well, you have to make a TGA file and make the alpha channel in there for your transparency and a solid color in your main channels.
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    It's really too bad that they didn't look at the...

    It's really too bad that they didn't look at the vsync issue. Coz the only light effect I can use now is the pulsing light. The rest just flickers the screen too much.
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    that's all just dependent of how many effects you...

    that's all just dependent of how many effects you are using.

    If you're going for a lot of shaders and particle emitters, you will have to cut down on the polys, but some areas you can just make...
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    Disadvantage is that you can't use flicker lights...

    Disadvantage is that you can't use flicker lights coz everyone not using vsync will have strange black scrolling borders in game.

    And yes most ppl don't use vsync for mouselag issues.
  21. Replies
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    2,661

    That's why collision meshes are made throught...

    That's why collision meshes are made throught MCDCX_ in max or k-dop in unrealed.

    And yes, my map that I'm creating now has 99K poly's in view in one angle and there on MAX details and 1280*1024 I...
  22. Replies
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    2,661

    BSP -Uses lightmaps with configurable detail...

    BSP

    -Uses lightmaps with configurable detail (default 32 -> lower for sharp shadows)
    -Has the most efficient collision method
    -Is the slowest rendering geometry
    -Can be used for zoning off...
  23. Replies
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    I felt like brainstorming :)

    I felt like brainstorming :)
  24. Replies
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    813

    Some words 3d general: Vert/Vertex = A...

    Some words

    3d general:

    Vert/Vertex = A point with XYZ coordinates in a 3d world
    Line = a line between two verts
    Face/Poly = More verts make up one face which can be textured
    Tri/Triangle = A...
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    Indeed, just add an alpha channel to the grate...

    Indeed, just add an alpha channel to the grate texture you want to use and paste that black and white grate you made. Save it up to TGA 32 bit.

    Importing in UED: Just import the texture and check...
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