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  1. Replies
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    When you exported your model from Max, did you...

    When you exported your model from Max, did you physically add 2 bitmap textures to your multi sub-object material and apply that to your model before exporting as an .ase? If you simply set 2...
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    Biggsy: Apologies, I thought either you had...

    Biggsy:

    Apologies, I thought either you had created your own warthog vehicle or you were part of a team who had created it.

    In order to do what you want to do you will need to learn some...
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    Well, all vehicle classes are descended from...

    Well, all vehicle classes are descended from Pawn, where the variable GroundSpeed is initially defined.

    Now, this variable has been declared in such a way that it is not accessible to level...
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    Check your other post in Level Editing.

    Check your other post in Level Editing.
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    There are a few ways to increase a vehicles...

    There are a few ways to increase a vehicles speed. Try changing the values of GroundSpeed and the GearRatio's in the vehicles defaultproperties.

    You can also play with the torque curve as well as...
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    That's a good idea although I wouldn't hold my...

    That's a good idea although I wouldn't hold my breath waiting for a response. You could try looking in the Atari Forums or maybe join the UT2004 mods mailing list. People at Epic are also on that...
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    Looking in SniperRifle.uc it seems you need to...

    Looking in SniperRifle.uc it seems you need to add some more functionality to your METLinkGun class. Look at ClientStartFire, ClientStopFire and PutDown functions in SniperRifle.uc. It appears that...
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    To setup your grid in Max to match the grid...

    To setup your grid in Max to match the grid settings in UED, you go to Customize>Grid and Snap Settings>Home Grid then you can set your grid spacing to be 8 or 16 or whatever you have your grid size...
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    That's exactly what the arena mutator does? It...

    That's exactly what the arena mutator does? It replaces all weapons with a weapon of your choice, but mattdude is wanting to be able to have 5 of his own weapons in there, so he'll either have to...
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    This tutorial on Wiki may be of use to you. ...

    This tutorial on Wiki may be of use to you.

    Weapon Mutator Tutorial
  11. Replies
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    OK well I'm using ActorX 2.14b with Max 5.1 and I...

    OK well I'm using ActorX 2.14b with Max 5.1 and I have no initialization issues with it. Nor did I need any msvcr.dll files in the plugin directory either. Maybe give that one a go.

    I've uploaded...
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    AFAIK you need to use ActorX to export your...

    AFAIK you need to use ActorX to export your weapon model from Max.

    Maybe it has something to do with the Educational Licence? Try emailing discreet and see if they know if that would cause a...
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    If you've watched most of the VTM's, then the...

    If you've watched most of the VTM's, then the next step is to get out there and start making new content. The more stuff you make you more experience you will gain. Try not to always make the same...
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    Berneyboy has a nice set of 2000+ textures freely...

    Berneyboy has a nice set of 2000+ textures freely available for download.

    Click here for link
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    Are these custom car models and are these custom...

    Are these custom car models and are these custom static meshes?

    Custom vehicles need a collision volume applying to them, done through the Animation browser. As vehicles are karma actors, any...
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    In a word.....no. Textures are layed onto a...

    In a word.....no.

    Textures are layed onto a static mesh based on UVW mapping applied to the model. The UVW mapping is setup within the 3d modelling program used to create the static mesh. The UVW...
  17. So it's your 1st person model that is on its...

    So it's your 1st person model that is on its side? If so then you need to rotate the root bone of the model in Maya and not the model itself (the model will rotate as you rotate the bone).
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    No, what you do need to do though is make sure...

    No, what you do need to do though is make sure you actually add it to your map, otherwise UED will cull it from your myLevel package when you save your map file. Same goes for anything you add to...
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    It could be some new tool for HL2 editing, not...

    It could be some new tool for HL2 editing, not previously mentioned, or maybe its a timeframe for DoD:Source release.
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    With your model for the weapon you should have a...

    With your model for the weapon you should have a single weapon fire bone located in the middle of the 2 barrels.

    Then in script, you use the DualFireOffset variable to set the distance you want to...
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    By default a drivers weapon is Weapon(0) and...

    By default a drivers weapon is Weapon(0) and everytime the driver fires it will fire this weapon. If you have a DriverWeapon(1) then you will need to add some code to set the current active weapon to...
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    It sounds like you need to rotate your weapon...

    It sounds like you need to rotate your weapon attachment bone inside your 3d modelling app. Weapons are attached based on which direction this bone is pointing in.

    As for the weapon barrels, you...
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    What kind of textures are you using on it? Any...

    What kind of textures are you using on it? Any shaders with opacity or specularity?
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    You don't have to do any scripting to use a...

    You don't have to do any scripting to use a scripted trigger. You just set it all up using it's properties within UED.
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    A scripted texture is also used for the licence...

    A scripted texture is also used for the licence plate on the hellbender.
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