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Messages - Slaughter

#16
General / Re: i want to mod but cant...
September 27, 2010, 01:57:43 PM
what r u asking for???? a website to create 3d models???  :-\
#17
Properties Editing / Re: Karma
September 26, 2010, 09:12:17 AM
http://www.xfire.com/video/372e76/

Here's a link to prove that Karma is real, and to show u how it works.
#18
Properties Editing / Karma
September 26, 2010, 08:48:22 AM
No not where you smite or applaud people,, but it's when u shoot something and instead of doing nothing it will fall over or react to u shooting it. I'm going to
tell you how to make static meshes do this. It's quite simple, you choose a static mesh>right click>and add karma actor*(not all static meshes can use karma)*

After you've place your Kactor, you can click the properties> click Karma>Kparams>KparamsMyLevel...>KarmaParams>> now you can edit what your Kactor
does in the game.

KstartEnabled--When set to false,  it means that when your character spawns the Kactor wont be enabled, till it is shot with a weapons/grenade.
                      When set to true, they will act as if they were all shot.
bHighDetailOnly--When set to false, the Karma actors will react no matter what the players detail settings are.
                         When set to true, the Karma actors will react only when their detail setting is set to high.
bKStayUpright--When set to true, the Kactor will try to stay upright.
                       When set to false, the Kactor could tip over.
KactorGravScale--Higher number, the Kactor is affected by gravity more.
                           Lower number, (possibly floating?!?!?) i don't know.
KangularDamping--This affects how fast or slow the kactor would rotate. When set to 0 it won't stop rotating.

Kbuoyancy--Kactor in water. When 0 it will sink to the bottom. When set to 1, depending on the speed it goes in it will stop at a point, it won't float or sink.
                                          When set to 1.2 or higher it will float.
KMass-- affects the weight of the object.
#19
Star Wars Republic Commando Chat / Re: Need major help!!!!
September 25, 2010, 07:39:58 PM
To make a flickering light you need to go to the actors browser>light>dynamic or ambient light(either works)>add to your level> right click> select properties>  go down to lighting> lighting type, and choose LT_Flicker...   I've tested it, in my levels and it works for me, hope u can get it to work..  :D
#20
Maps in Progress / Re: Working on mini campaign
September 25, 2010, 07:34:57 PM
I was lookin at the mini capmaign and was wondering if u could actually play bowling, hockey, etc. in ur mod???

Looks really good so far!! ;D  ;)
#21
Those r really good!! Especially DM_Chapel and the lava level!! ;D
#22
General / Re: Coming Soon...
September 04, 2010, 07:23:54 PM
HOLY !)@#JE)(%  :o, THAT"S AWESOMENESS :o
#23
Modeling / Re: Models to unrealed from blender?
August 26, 2010, 02:42:51 PM
when i import my models u can barely see em. so i zoom in on it, right click and open its actor properties. Then i go to display>drawscale> and increase it by 60 or more(sumtimes less, depending on model).  Also "i think, quout QUOUT" that it might also have to do with your version of blender, i have version 2.43.

I was able to download an .ase export off blender cookie, but it only works for 2.43 or lower. My exporter wrks ok, i just hope u can get yours to wrk. ;)
#24
it's like 90 mb, even when compresed
#25
General / Re: BYE!
August 26, 2010, 02:34:08 PM
lucky :o, i went bak to school on 8/9.
#26
i tried to upload it, and let it go for like 6 hours, and it still didn't finish  :-\
#27
General / Re: The search for Sev?
August 22, 2010, 10:55:29 AM
WOW!!! He was just playing around with his turret all along...
#29
Announcements / Re: New Site Launch
August 17, 2010, 02:58:38 PM
Dude... nice job on the knew site!! ;D