Last post by kram - December 20, 2013, 12:03:33 PM
If you save any properties with the package name myLevel, i think it will automatically compile any classes with the map so you don't need to include it with the map. I could be wrong since it's been so long since i have done anything with this game. I just came back to see if anyone is still around. I did mostly property editing when i did stuff with this game.
Last post by zeix72 - November 04, 2013, 09:15:03 AM
So when i make terrain (assuming the editor doesnt crash) i follow the tutorial as far as texturing and vertex editing goes, but i cant figure out how to use the other tools. Im assuming the smoothing tool makes your hills more round and less like a ridged cliff face. But i cant figure out how to use it or any other tools for that matter. Ive looked all over for some kind of tutorials on how to use these, but this forum has nothing about it, and neither do many other websites. Can someone please tell me how to use these tools, or post a link to a tutorial?
On a limited scale with my mod endeavours ive found you can alter existing CTeffects to create your own. In the ACTOR CLASS BROWSER properties if you scroll down to EMITTERS there listed are almost all (but actually more) than that you can preview in he PARTICLE EFFECTS BROWSER. In particle effects browser pick an effect you might want to edit to your own tastes eg fire . look for this effect in the properties emitters listing in ACTORCLASSBROWSER untick the placeableclasses only box ! Select it then right click NEW PACKAGE name it to your taste EG SANDCRAWLER and then give your new effect a name eg BLUEFLAME Essentially you are creating a subclass of an exiting effect. Once you have created this you can then edit this new effect without altering your existing effects package, you would then open the default properties of your new effect and there in the cell for EMITTER it will show emitters and within each drop down you can search for and edit its COLOUR. Some Effects in the CTeffects package you will notice are looped or just "run thru" once. This also can be edited in ADVANCED of its default properties it has LIFESPAN usually set to 0 but you can edit this to say 2 or 3 etc Eventually you can close unreal ed and remember to save your new package by default it will do so to the Properties folder,But sometimes you might accidentally save it to another folder . if so just move to Properties folder If you have a problem or it appears not to have saved properly goto the respective folder and look for your new package by name and remember to use suffix at end .u EG SANDCRAWLER.u You can add many more new effects in this manner to your existing package.. Remember if you are using Modded custom effects you must include your package.u with your maps or others wont see these effects.. 8) 8)
i doubt this answers your issue, but i also doubt you are going to get any other reply on these forums for a while and like i said i don't really know about networking stuff. i always had someone else do the servers for me...
however, i do believe that your map list updating and all that will be specific to whatever hosting site you are using. therefore, i would highly suggest asking on that host's support forums or seeing if anyone else has done so already
Last post by zeix72 - October 07, 2013, 09:17:27 AM
Me and a friend have been trying to get a server going in multiplayer and theres alot of questions that we cant find answers to. We already have a server host and have payed for it and all that stuff. But we cant figure out how to add maps to the playlist. Anyone know how to do this? From what i could piece together it has something to do with the command line. If anyone knows could you please say what to do.
I remember a post from a few years back in which RC1138 was trying to get karma meshes to work in MP. When your have a selection in static meshes ie a box you can select to place a KARMA mesh on map . In it's Properties in HIDDEN there are 2 cells ROLE usually set to AUTHORITY and REMOTE ROLE which I think if set to same ... AUTHORITY should make karma meshes work in MP. Particle effects if their properties are viewed on a default retail map tend to have the same setting for both cells. I've not tested it myself yet so any feedback on if this works would be great, ::) Ive used this same setting for my destructible trap placements from SP on a map for MP . ROLE and REMOTE ROLE set to AUTHORITY