or maybe a blocking volume? depends on how complex your mesh is and how acurate collision you want
Type: Posts; User: Harold|ZBN
or maybe a blocking volume? depends on how complex your mesh is and how acurate collision you want
wow that skin looks really great :)
/me runs away in terror
its us who should thank you...
/bow
try this code : 4010020025
i hope that works :)
if im not mistaken i think the weapon design VTM is on ut99 which explains the lack of polys in it. :) nice gun
"display>Heads Up Display>Poly Count"
about the poly count for weapons, it depends, im not sure, i think the official weapons go up to 1200 tri's but you can use more, just remember that you can...
well its fairly hard to judge something on 1 screenshot, what kind of map are you making?
i can do some mapping/modelling i can use ued and maya and a very little bit of photoshop. ive been on a 3 month vacation and only just returned but id love to get back into making some stuff for...
just wanna say bye and thx to everybody here in the ut2003/4 forums, im going away to australia to travel around and ill probably stay away many months. ive been active on the forums for a few months...
1536/320 kb cable, cant get adsl where i live so this was really the only option for me besides dial-up, ive had it for years now started out as 512/128 but my isp kept upgrading it for free. almost...
im from holland and would also love a ren center in europe, im gonna take a maya u4 course hopefully, and ill go to america if i have to :)
what you probably want here is make hills with terrain between your citys and then place AP's inside those hills.
i prefer maya myself, i got into maya because it was included with ut2003, never bothered with max. in the end tho its just personal preference, if you have the ut2004 SE with the VTM's maya would...
well if you make sure u place all ure BSP on the grid with a setting of 16 or so, u shouldnt have any trouble making walls connect, u can also move around vertexes of the brushes, click on the vertex...
i tested it and if you make something 32 cm and something else 32 inches then they will be different. if u just change the grid and export the same model twice it should be the same size.
have a look at my map here:
http://home.quicknet.nl/qn/prive/gjloos/ctf-lostkingdoms.zip
its not finished yet but has some nice (imo :p) caves, i made them myself in maya, and because i couldnt...
the ammount of detail that goes into a shadow can be controlled easily, open up the propertie of the textures where the shadow will "fall" on, and goto the pan/rotate/scale tab, change the lightmap...
this line is a automatic killzone, anything that goes under it gets killed, 2 easy solutions: build above it, ;) or right click somewhere in the open click "level properties" on the menu, open up...
its considered "fair" to ask mappers for using their meshes/textures. they will almost always grant u permision, however if you just take them and they find out later, they can get pissed off. :p...
maybe its time for a format lol
alright :) i thought u were talking about a normal static mesh, for a mesh inside the animation browser u can do the following, select the mesh inside the animation browser, select the "mesh" tab...
import the mesh into unrealed and place it in the "world". left click it so its selected, and in the bottom right corner are 3 boxes, and it says "DrawScale 3D" in front of them. u can change scale...
i got the same, i just scale the meshes up inside ued.
i got my star the same way, took me a month
if you still cant get it to work can u post your map maybe?