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Messages - JanDeis

#16
Maps in Progress /
January 10, 2008, 06:00:15 PM
I'm not sure how to include those "press F to activate/deactivate something" things.  I just know it can be done.  Is it in one of the tutorials on the site?  If not, try an Unreal Tournament search on Google.  I know there are loads of UE tuts for that, and it is the same stuff (most of the time) as RC.
#17
Maps in Progress /
January 09, 2008, 03:59:24 PM
Looks good.  I would add a switch to turn the force field on and off.  He he, trap prople in the hole  :D
#18
Texturing /
January 08, 2008, 02:52:19 PM
Thanks!  I updated the first post with those.
#19
Texturing /
January 07, 2008, 05:14:18 PM
TC is total conversion.

@ 1upD: Ha!  Now he knows :p

Any of you guys recognize any of those icons though?  If I can identify them all, I will know 100% what I am doing.
#20
Texturing / HUD Icons
January 06, 2008, 03:01:00 PM
I have found the texture!  I know I can edit it, but I don't know what the different icons are ingame.

Here is a screenshot of the texture in UE:


//http://deisgames.zoomshare.com/files/Pictures/Republic_Commando/UE_Screen.PNG

And here is a screen with numbers written all over it.  It is a little sloppy, but it works.  The extra grid on the right are the numbers for the grenades and command icons.

//http://deisgames.zoomshare.com/files/Pictures/Republic_Commando/UE_Screen_locator.PNG


Anyway, for the long part of the post.  I don't know any of the blank ones.

1:  Tactical visor left and right of the screen
2:  
3:  part of shield (pointing to the middle, shields down)
4:  part of shield (shields up, also pointing to the middle)
5:  Health Bar (bottom Layer)  (white part changes color depending on health)
6:  Health Bar Decoration (strip that goes down under the health bar)
7:  Scorch's Highlighted Number  (when the reticle is over him, it shows up)  <--- Fixed
8:  Fixer's Highlighted Number  (when the reticle is over him, it shows up)  <--- Fixed
9:  Sev's Highlighted Number  (when the reticle is over him, it shows up)  <--- Fixed
10:
11:Shield bar (copied across the screen depending on the current status of the shields)
12:Health Bar (top layer)  (top disappears as you lose health)
13:
14:
15:Flash Grenade Icon
16:detonate demo charge
17:
18:
19:Sonic Detonator Icon
20:
21:flag in mp (u see it in the ctrl menu)
22:
23:EMP Grenade Icon
24:Attack Selected Target <---New
25:going bactastation/using bacta/reviving squadmate
26:
27:Thermal Detonator Icon
28:
29:
30:slicing door (not sure)
31:form up
32:slice terminal
33:
34:
35:search and destroy
36:
37:
38:
39:
40:grenade position
41:incapacitated squadmate
42:mount turret
43:Commando Icon (not lit up)
44:Commando Icon (lit up)
45:
46:Multiplayer Shield Backing (it is behind the shield bar #11)
47:Multiplayer Health Bar
48:
49:

I will edit the list as the different icons are given a name.

EDIT: Sections in blue courtesy of RC-1266
#21
Single Player Level Design /
January 06, 2008, 12:03:20 PM
What was the glitch?  Was it something with the clones?
#22
Texturing /
January 05, 2008, 07:16:11 PM
Quote from: "Sh4rpSh00t3r"i believe all you do is reskin the hudarms in the animations section in its properties.

That would be the one.  I made night ops arms a while ago, but they are on my other PC.  I'm working on transferring all my files over...
#23
Projects /
January 04, 2008, 07:27:19 PM
Quote from: "RC-1266"and i stiil dont understand what zoning is  :oops:

There is a tutorial someplace on this site that explains zoning.  I'll find it...

EDIT:  Here you go: //http://sandcrawler.net/rcmod/tutorials/8.html  <--Zoning Tutorial
#24
Projects /
January 02, 2008, 07:40:03 PM
Zoning splits up your map into pieces to give your "zones" different effects (lighting, gravity, etc.) and to break up the loading needed for the game.
#25
Texturing /
January 02, 2008, 10:04:01 AM
I'm 99% sure it works.  I haven't tried it yet, but it should be the same as reskinning any other mesh.  I have changed the HUD arms, so I'm fairly sure it works.
#26
Texturing /
January 02, 2008, 10:01:42 AM
I would change the color of the blue number so that it actually works as camouflage.  I would use the same color as the visor.  Other than that, it looks awesome (the blue part just sticks out right now)
#27
Single Player Level Design /
January 02, 2008, 09:57:02 AM
Make hole somewhere, or a cave like in the Geonosian tunnels.  Just put the respawn around the corner, then have the Trandos run out of the cave.
#28
Unreal Engine 2 General Modding Chat /
January 02, 2008, 09:54:01 AM
Well (stating the obvious here) you could reinstall and still save your maps, saves, etc.  But if you don't have the disc or an ISO image (like I got on my other PC) I don't know what to say...
#29
Texturing /
January 01, 2008, 04:15:02 PM
Well, I know it is possible to import your own static meshes.  Then, you are able to texture it from there.  But after that, everyone else gets stuck.  No animations have been made for custom RC models.  But I might have found out how.  I just don't have the program needed...

EDIT:  //http://sandcrawler.net/rcmod/forum/viewtopic.php?t=519
That is the link to my could-be-discovery.
#30
Texturing /
January 01, 2008, 04:11:29 PM
I actually found them a while ago.  They are static meshes.  I just have to change the texture they use.  But then it led me to my animation question.