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  1. Thread: brush-errors

    by vee
    Replies
    4
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    405

    Sounds like a BSP error, picture would help a...

    Sounds like a BSP error, picture would help a lot.

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  2. Replies
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    414

    It's around 500 000^3 something, more than you'll...

    It's around 500 000^3 something, more than you'll ever need.

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  3. Thread: Tex Tut

    by vee
    Replies
    4
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    705

    Yup, now understood what you mean, and sorry,...

    Yup, now understood what you mean, and sorry, don't think I know any off hand. :)

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  4. Thread: Tex Tut

    by vee
    Replies
    4
    Views
    705

    It's pretty good and through tutorial. You make...

    It's pretty good and through tutorial. You make shader by going to texture browser, click on 'file' and 'new' you get dialogue asking for inbfo, fill them up and change the type as 'shader'

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  5. Replies
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    2-sided is material property, so check it in...

    2-sided is material property, so check it in texture properties (make a shader of the texture)

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  6. Thread: Shaders?

    by vee
    Replies
    9
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    1,037

    Shaders are much more than "animated textures"....

    Shaders are much more than "animated textures". They don't actually relate to them that much, their main function is to make modifications to the base texture based on variables and maybe combine it...
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    Metonmuris : Player model height is around 96...

    Metonmuris : Player model height is around 96 units, not 128.

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  8. Replies
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    Complex structures like that should in no case be...

    Complex structures like that should in no case be done with brushes, they are too much slowdown for the engine. Use static meshes, but instead of constructing them from one big static mesh use...
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    Be sure you have both heightmap and terrainmap...

    Be sure you have both heightmap and terrainmap for the terrain info, and make them same size (256x256).

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  10. Thread: Terrain

    by vee
    Replies
    1
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    410

    www.leveldesigner.com V

    www.leveldesigner.com

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  11. Picture would be found very helpfull. And welcome...

    Picture would be found very helpfull. And welcome to the boards.

    V
  12. Replies
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    1,866

    Classics are too many to name. But I always felt...

    Classics are too many to name. But I always felt computers had most of the classics while consoles had their own but they weren't that numerous.
    Of course as computer guy, my opinion is most biased....
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    Atleast my screenshots appear darker than I see...

    Atleast my screenshots appear darker than I see them ingame. This 'feature' has existed since UT.

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  14. Replies
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    Generals: Dune2 and original C&C were only games...

    Generals: Dune2 and original C&C were only games of the series I played, haven't bothered ever since as they are same shit in different package.

    Unreal2: It does look interesting, I'm looking...
  15. Replies
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    I doubt there are that many differences with the...

    I doubt there are that many differences with the editors. Engine has some new tricks, but it's mostly the same.

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  16. Thread: transparent ?

    by vee
    Replies
    2
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    513

    You should read materials tutorial form UDN, it...

    You should read materials tutorial form UDN, it explains all this. Basically, you make a transparency shader that you link to the texture and apply the shader on surface you want.
    ...
  17. Replies
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    1,113

    I posted the globe at official DB forums, you can...

    I posted the globe at official DB forums, you can grab the download here: http://forums.beyondunreal.com/forumdisplay.php?s=&forumid=338

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  18. Thread: Dimensions

    by vee
    Replies
    5
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    565

    Player height is actually 92 units in UT2003 if I...

    Player height is actually 92 units in UT2003 if I remember correctly (In UT2003).

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  19. Replies
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    Heres another shot from another map I started...

    Heres another shot from another map I started yesterday, I still plan to use 3dBuzz community as beta testers so get downloading :p

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    http://udn.epicgames.com/pub/Content/EmittersExamp...

    http://udn.epicgames.com/pub/Content/EmittersExamples/

    That explains waterfall creation quite well.

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    I'll take a look at the map tonight, for some...

    I'll take a look at the map tonight, for some good info about emitters and waterfalls go to UDN. http://udn.epicgames.com/pub/Content/

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  22. Thread: organic maps

    by vee
    Replies
    4
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    641

    You should limit use of BSP brushes to what is...

    You should limit use of BSP brushes to what is absolutely necassary as static meshes are way more efficient performance wise and do not cause errors in the geometry.

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  23. Thread: polygon count...

    by vee
    Replies
    31
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    2,113

    Depenting on location it is to be used, 1500-500...

    Depenting on location it is to be used, 1500-500 would be decent.

    V
  24. Replies
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    5. Oh yes, it has been overused since day 2 :)...

    5. Oh yes, it has been overused since day 2 :) But carefully used it can add good look and performance to some areas, don't hesitate to use it just because it is 'overused'.

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  25. Replies
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    And here is a pic from the editor. V

    And here is a pic from the editor.

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