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Messages - {CCP}VI

#16
i have the same problem and i have no idea how to fix it. but there is a way to deal with it. go to the filter of the texture browser and uncheck "textures". now you should be able to go through the browser but it doesnt show up normal textures(only combiners, shaders,etc. including stuff with bumpmapping for example like clonetextures but you will be able to find also quite normal textures for walls, ground and so on).

if you would like to export one of those shaders open the properties of it in the texturebrowser. you will find next to "diffuse" the filename of the real texture (Texture'CloneTextures.CloneTextures.CloneCommando07') for example. then you have to place a staticmesh or something like that in the map and use the normal texture as a skin for it. then go to "in use" in the texture browser-> in use and tick in the filter "textures" again. after that the texture should appear in the texturebrowser, ready for export.
i think it has to do with the bumpmapping-problem.

if youre looking for a specific texture you can also look in the staticmeshbrowser for the name of it and use it that way. still uncomfortable, but it works for me. i hope that helps.
#17
Completed Maps / Re: snowbase
September 10, 2010, 10:24:08 AM
very nice map.
for snow effects i would take the normal rain emitter. take it and place it into your skybox so its appear everywhere in the map. then go to the default properties of your emitter and then to the subcategorie "emitter" -> "emitters" ->"texture" and use a white texture. no need to make and import a new one. i took Texture'EffectTex.Coronas.Corona'. then the rain should be white but the form of it is still wrong. go to "size" -> "startsizerange" and play a bit with values. you could also make more more snowballs by changing "maxparticles" in "general".
hm, as snow should not be everywhere you'd have to make zones where your not in the open air. have not tested it yet but it should work when you set "buseskydome" in the default properties of your zone infos to false.
and when you want to make an emitter visible for clients go to the default properties of it and then to hidden. set remoterole to ROLE_SimulatedProxy.
#18
Single Player Level Design / Re: Demo paths
September 09, 2010, 11:28:39 AM
nope, its in collisionadvanced.
#19
Single Player Level Design / Re: Demo paths
September 09, 2010, 01:07:34 AM
go to the default properties of the wall and set bpathcolliding or something like that to false. then then build all and the path gets calculated. squadmembers should be able to walk through the hole now.
i think its not necessary but you could also add a blockedpathnode and activate it after the explosion via trigger. otherwise your squadmembers will try to go through the wall before you blow it up i guess.
#20
Star Wars Republic Commando Chat / Re: Admin Console
August 24, 2010, 07:17:55 AM
Quote from: leeroy on August 21, 2010, 07:14:44 PM... and the mute thing i can tell you is real(dont ask me y)
i know why.   ;)

well, it would be no problem to disable the noobweps. but would that really be clever? i guess that would be a too hard intervention. enabling adminstuff is senseful but when the big servers you're talking about would have no noobweps it would change the whole game and i don't think in a positive way. maybe many "noobs" would have no chance, get frustated and stop playing repcom. most repcomplayers are noobing. of course it can piss you off to get AA'ed but noobs can also be some kind of a challenge. show them that you don't need those weapons and pwn them. ;). removing explosive weapons would be a too big manipulation.
#21
Texturing / Re: some textures crash the editor
August 22, 2010, 03:20:21 AM
have the same problem.
uncheck "textures" in the filter of the texturebrowser. then it wont show up all textures(only modifiers, shaders, combiners, etc.) but it does not crash. works for me though i have no idea why. its not because of bumpmapping as bumpmapping is in shaders and not in textures.
#22
Properties Editing / Re: How do I create water???
June 02, 2010, 03:40:32 PM
go to dm_detention copy the black fluidsurfaceinfo(water), paste it into your map, open the group-browser, tick off the group called south room and thats it.
#23
Single Player Level Design / Re: Actors scripting
May 16, 2010, 07:08:57 AM
i'm not sure which animations you're talking about as the clonetrooper has nearly everything.
go to the animationbrowser. select the clonetroopermesh and the animationset with the animation you want to have. then go to edit and click " link up anim and mesh".
btw you can do quite funny stuff with that. for example you can make a trandoslaver with trandoheavyanimations.
then you  have to save the animationpackage.
save it in the editor because there won't be a message which asks you to save it when you close it.
and you don't have to overwrite the old animationpackage.
#24
Single Player Level Design / Re: Actors scripting
May 16, 2010, 02:19:46 AM
go to the levelproperties(f6).
add the mesh of your animation and the animationset to customanims.
you need to do that when you use "unusual" animations.
#25
Single Player Level Design / Re: Actors scripting
May 15, 2010, 03:06:16 AM
you need only the name of the animation itself.
#26
Single Player Level Design / Re: Actors scripting
May 14, 2010, 09:38:10 AM
that function is for AIScript.
nearly the same like the scripted trigger but you can link it up with a pawn.
the AIscripttag in the defaultproperties of the pawn has to be the same as the tag of your AIScript. then it should work.
#27
you have to change that in the projectileclass. they have their own division.
guess you can change the color of the projectiles with the lightning of its default properties.
edit: srry lightning is wrong. you have to choose a new projectile effect.
#28
did not edit any original datas. have the files i sent you still in my gamedata and my multiplayer is working.
just made a new weaponclass with those hudarms and a pickupclass for it. did you edit the ammoclass or another weaponclass?

btw, again nice model and also a nice map.
#29
we edited the animations by attaching staticmeshes to them. thats the easiest way.
guess its also possible to import meshes. i've tried it once and it worked though it was just a little test with a simple box without bones.
but i've never tried to import animations.
in the animationbrowser you can import psk(mesh) and psa(animation) files. at least you can try.
in case you have no psa and psk but ukx im quite sure it won't work. then you can try to copy it into the animationfolder.
good luck.
#30
i mean rename your properties. dont save it as properties.u but as properties1 or something else and rename it after that. had the same problem and it worked for me.