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Messages - DooFi

#31
Unreal Engine 2 General Modding Chat /
February 02, 2008, 07:20:50 PM
karma props: Maybe this works for them too
I've never had any problems with them falling through floors though.

Add collision to meshes: Tutorial, anyone? :roll:
#32
Unreal Engine 2 General Modding Chat /
February 02, 2008, 05:19:34 PM
If you only want the objects to act physically correct, you can add them as a Karma prop, but I dunno how to make them visible in online games. IIRC someone found a way to make Emitters visible, so I guess it works the same way. Search the forums for that. Karma props can be very performance-heavy, so I guess you shouldn't apply physics to all objects in your map.

There is a way to make things blow up when they get shot, i once did that, but i forgot how -.- If my UED was working I could look it up for you, unfortunately it does not, sorry :> I don't remember anything about it, but that the meshe's wireframe was orange in the 2D viewports, lol. I doubt that helps you, but it's the only thing i recall.
#33
Unreal Engine 2 General Modding Chat /
January 31, 2008, 04:11:31 AM
Just make sure no Subtractive brushes are involved. In that case, use the intersect-tool to make everything one brush and save that as SM.
#34
Unreal Engine 2 General Modding Chat /
January 15, 2008, 02:55:06 PM
of course you can not.
#35
Projects /
January 04, 2008, 05:51:21 AM
instead of double-posting, please edit your first posting to add something. The edit-button is right next to the quote-button in the corner of your posting.
Zoning is a way to optimize your map performancewise. It divides the map into small sections which can be completely switched on/off while rendering. When a frame is rendered, the engine first checks which surfaces it has to draw and which ones are not seen by the camera. It then only draws those that can be seen. With zones set up correctly, the engine can check which zones are currently not seen by the camera, thus it does not have to check each surface in that zone, ergo it saves a hell of a lot of time, resulting in the player getting more fps.
#36
Projects /
January 01, 2008, 12:23:33 AM
Quote from: "JanDeis"
Quote from: "RC-1266"the mod from JanDeis is not finished (and will it be?)

It is in the works.  I have ideas (but then again, who doesn't) for how the storyline will go.  The only trouble I'm running into is making my trenches for Kashyyyk.
Whats the problem with making trenches? Do you use Terrain?
#37
Texturing /
December 31, 2007, 12:32:19 AM
omg please don't use RC²! Do you remember the time when EVERY FUCKING SEQUEL had superscript-numbers? HL², X³ and so on and so forth. That is so trite, man.
It would be more "starsarsy" to say "RC II" or whatever...
#38
Texturing /
December 29, 2007, 09:57:08 PM
Quote from: "1upD"
Quote from: "JanDeis"It is RC2 because it continues off of the story from Republic Commando.  Rouge Commandos because Delta Squad disobeys orders from the Empire.
Ok, then.
...
Why not Republic Commando:Rogue Commandoes, just abbrieviated RC2? :roll: Ok, I'll stop bugging you.
You should rather abbreviate it RC² then. Though, with the colon in the middle it would look more like RC divided by RC, which would of course result 1. So just call it 1. Or The One True Commando. Or RC:The One. Or RC1 Or something like that.
I apologize in advance for this posting.
Good night.
#39
Unreal Engine 2 General Modding Chat /
December 26, 2007, 02:33:03 PM
Quote from: "1upD"Don't you know what PMs are?
thumbs up
#40
General /
December 24, 2007, 12:39:34 PM
It's a galaxy map of the SW-Galaxy. Like a planet-encyclopedia.
#41
General / Star Wars Galaxy 3D
December 24, 2007, 11:06:00 AM
(update May 1st 2008)




---------
(older stuff)



Star Wars Galaxy 3D is a project of a few German SW-enthusiasts (mainly Namek Kural, the programmer and "founder"), which will let everyone discover the galaxy of SW from an entirely new perspective. The programm will display planets of the the galaxy three-dimensionally and give you detailled information on them in one click.
Right now there is a Logo-Contest going on where everyone is invited to show off their 1337-Uber-SkillZ. The winning logo will be featured in the program itself, as well as on the website, where the top candidates will get a gallery, too.
Check out the website, which is available in English and German, and the forum, to which applies the same, here:
CLICK!

I'm just gonna copy this from the official website...
QuoteNow it is ready, as promised, I have now updated the "Downloads" area, where the program can now be downloaded.
Since it is still v0.2 it is a program in beta phase, errors may occur. If so, please tell me about them immediately, so I can correct them. A contact form can be found in the "Downloads" section.

The "Galaxy 3D" will, of course, be free to download, as this project is a fan-project, but I would be happy about donations via PayPal which you can do through the appropriate button in the Downloads section.

The program will initially be released only for Windows, as I don't get a Mac before spring next year. Until then I can only develop for the Windows platform.
As soon as I have the opportunity, I will, thanks to the Irrlicht engine, be able to port the program very quickly to the Mac platform.
To all Mac users: I will do my best! As soon as possible.

Here's a little starter course for navigating through the galaxy:
With the left mouse button you can rotate the camera around the currently selected planet.
With the middle mouse button (or if you have the right + left mouse button pressed), you can zoom by dragging left or right.
With the right mouse button you can move the camera view.

Try it out, it is not really difficult ;-)

NOTE: Most articles are not yet included, only included in German, or very brief. Same goes for textures. It is planned for the final version to have individual textures for each planet, if the performance won't suffer too much. A button to switch to hologram-view will then too be implemented. Please show a little understanding, because this is the first public release and only v0.2. Of course it is furthermore planned to include support for multiple languages, at least German and English, otherwise it wouldn't make much sense to post it here^^

I hope I could popularize this great program a bit internationally, as until now, only a few German fans knew that it even existed...


Merry Christmas! :mrgreen:
#42
Matinee/Animation /
December 21, 2007, 10:18:08 PM
Static Meshes, yes, Animations, I have not the slightest idea. Someone try it out :P
#43
Texturing /
December 21, 2007, 10:17:12 PM
?!?! Import or Export?
I would recommend you to use tga-textures.
#44
Unreal Engine 2 General Modding Chat /
December 20, 2007, 03:01:52 PM
Did you guys notice we have a private messaging system here?
#45
General /
December 19, 2007, 08:20:01 AM
not "my level", "mylevel". When you import a texture or mesh and UED asks you for a package, type in "mylevel", as that is a special package which is saved in the same file as the map itself. Therefore people wont have to download external packages to play your map.