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Messages - DooFi

#16
Maps in Progress / Re: Battlezone
May 27, 2008, 04:17:43 PM
Quote from: "Sandcrawler"I can't say for sure as I've never tried it.
I find your lack of faith disturbing :P
#17
General / Re: phpbb 3.0
May 26, 2008, 09:20:29 AM
Should be fixed now. Everyone who actually prefers the blue style needs to set his board style to Prosilver in User Control Panel -> Board preferences.
#18
I think you should do something about the floor on the pics in the first post, which doesn't look all too much like something you would expect on a spaceship :wink: and revise the lighting so it's not entirely red/blue, but more interesting with red/blue spots here and there and nice contrasts. Don't set your lights's saturation/lightness to 255 :mrgreen:. Also I suggest lightening everything up a bit, ie lowering the overall luminance contrast.

By the way, the EN Wikipedia lacks this neat little article about the seven color contrasts: http://de.wikipedia.org/wiki/Sieben_Farbkontraste
#19
General / Re: phpbb 3.0
May 23, 2008, 06:52:51 PM
So why don't we use Acid Tech by default? I mean, at first I thought I had opened the wrong bookmark or something^^
Also, it puts the avatars on the left, where pretty much 99.9% of all forums have them. :wink:

btw, Gametoast is using the Jedi-Style. And I thought they had made that themselves :roll:
#20
look out for the three textboxes in the bottom right corner. They are for SM Scaling in the following order: X/Y/Z-Axes. Of course 1 means default, -1 means mirrored.


edit: welcome to the forums^^ Still mapping for such an old game?
#21
Unreal Engine 2 General Modding Chat /
May 06, 2008, 11:09:02 AM
No, it's nothing to do with the update. It just happens randomly with the old UnrealEd. It's a real running gag in UT2k4 mapping communities and you get laughed at if you ask^^
#22
General /
May 03, 2008, 08:29:30 PM
errr... wut?
#23
General /
May 01, 2008, 11:02:55 AM
(update May 1st 2008)

If anyone is still interested:

#24
Matinee/Animation /
March 12, 2008, 02:05:55 PM
I'd make sure whether it's possible to import new Anims/Weapons at all first^^ Could be pretty tricky, as I don't think UT tutorials can be applied in this case.
#25
Maps in Progress /
February 29, 2008, 07:25:51 AM
Looks all nice and clean, but you're going to want to add a lot more detail and make it less symmetric. Could get quite boring to play in a cube where everything looks equal ;)
#26
Modeling /
February 26, 2008, 07:39:27 AM
That happened to me all the time. You just have to invert the normals of your models in the 3D tool of your choice. They will then look "inside out" in your 3D program, but work perfectly fine in UED.
#27
Single Player Level Design /
February 15, 2008, 07:58:28 AM
as if noone would have thought of that for the last 5 years ;)
#28
Unreal Engine 2 General Modding Chat /
February 12, 2008, 08:51:21 AM
UT3's Ed does that on it's own.
#29
Unreal Engine 2 General Modding Chat /
February 05, 2008, 01:07:49 PM
It has always worked fine for me. As a Host, at least xD
#30
Unreal Engine 2 General Modding Chat /
February 05, 2008, 11:38:16 AM
Quote from: "Sh4rpSh00t3r"1. Karmaprops = not seeing in multiplayer (besides host) so i really don't see why your going to make them...
Try this! I want to know if it works for Karmaprops, too!
viewtopic.php?t=317