News:

Login  |  Register

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sandcrawler

Pages: 1 2 [3] 4 5 ... 42
31
Completed Maps / Re: Sub Base
« on: July 13, 2011, 09:58:08 AM »
I just got back to my Linux computer with all of the website files on it. I had to upload it manually for some reason.

I think the file size was to big for the internet connection. http upload protocol will timeout after 5 minutes if I recall correctly.

I'm looking to see what the Edit File page needs to be finished, then you'd be able to upload some screen shots, add a description or w/e.

I added the link to your first post already, but here it is as well.

http://umh.sandcrawler.net/index.php?page=downloads&command=view&id=227

32
Unreal Engine 2 General Modding Chat / Re: terrain zoning
« on: May 26, 2011, 12:03:15 PM »
You don't normally use zones on a terrain.

My Best suggestion is to use Distance Fog, play with the settings to get it how you want. The client doesn't load anything outside of the distance fog radius.

You can use an Anti-Portal to tell the client to not render anything past it. Useful for if you have something under the terrain, or a building, sticking an anti-portal in stops it from rendering.

33
Completed Maps / Re: Sub Base
« on: May 24, 2011, 10:10:11 AM »
I'll look sometime this week and see. I just uploaded a file without a problem.

34
Star Wars Republic Commando Chat / Re: Map Installer Utility
« on: May 18, 2011, 09:41:40 AM »
The maps need to go in thier folder, the config filecan go anywhere.

Only one entry per map. A DM map is both deathmatch and team deathmatch. You can make multiple entries as shown, so if there is a CTF/AS version just make a new entry.

L

35
Completed Maps / Re: Sub Base
« on: May 17, 2011, 09:18:38 AM »
Are you uploading a ziP file? Or an exe installer. (Installers are not allowed to be uploaded directly, you can however zip a exe and upload that.)

36
Unreal Engine 2 General Modding Chat / Re: Mutators
« on: May 05, 2011, 01:53:16 PM »


Do you mind if I clean up that guide a bit ad add it to the website?

We could also use a general unreal script compiling for RC. I've never used the built in editor/compiler, and RC doesn't have the commandline file (can't recall the name ATM)

37
Star Wars Republic Commando Chat / Map Installer Utility
« on: May 04, 2011, 06:55:10 PM »
I was learning a new Programing Language so I decided to write a replacement for the old Map Utility.

For now there is no GUI for it, if its used much I'll think about adding one, or creating a webpage to generate the .ini file anyways. But TBH there are only three field per map that need to be filled in, so it really easy to just edit the ini file.

You can have any number of maps "installed" along side each other, just add more chunks to the in and increment (see the ReadMe for more)

This uses the Registry Key so it will work with custom install directory, Steam, or w/e.

This is a small Utility program that will add your map, or maps to the Level Loading Screen, as well as the In game Selection Menu.

Download:
http://umh.sandcrawler.net/index.php?page=downloads&command=view&id=225


My suggestion is you create a zip folder for your maps, that just have to be unzipped to the Root RC folder, were the player would just need to run this utility.


Any Questions? Or requests?

38
Unreal Engine 2 General Modding Chat / Re: Mutators
« on: May 02, 2011, 04:11:03 PM »
I could have, but seeing as it was just a mutator that said hello world I don't think I did...

What mutators do you know of on MP? The admin stuff isn't a mutator, just fixes some missing admin files.

39
Unreal Engine 2 General Modding Chat / Re: Mutators
« on: May 02, 2011, 09:59:32 AM »


Last time I messed with mutators they didn't do anything. There is a tutorial someplace for making a simple mutator.

Could try it and see if you can get a result from it.

40
Unreal Engine 2 General Modding Chat / Re: Zone Help
« on: April 09, 2011, 12:56:27 PM »
What he said, I zone my maps alot.

What zoning them does is tells the GPU (graphics proccessing unit) to not render anything outside of this zone, unless there is a direct line of sight.

So technicaly zoning at the Hallways, is all thats needed. But I usualy zone each room.


Yea the sheet needs to match perfectly.

41
Unreal Engine 2 General Modding Chat / Re: Zone Help
« on: April 06, 2011, 10:50:49 PM »
Intersect/ touch the doorway area, for it to zone you have to make sure all doorways and sectioned off using the sheet.

42
Unreal Engine 2 General Modding Chat / Re: Zone Help
« on: April 05, 2011, 12:43:59 PM »


Check that the sheet intersects the BSP doorway,otherwise it doesn't work.

If it is a SM then you can use a different type of portal.

43
A locked door is just two sets of triggers, one to open and close the door, when enabled, another to close the door and disable the trigger.

44
News and Announcements / Re: Website Updates
« on: March 29, 2011, 09:49:39 PM »
I ninja'd an update in that show the statistics for the page, how many views this month, and how many overall views. I've been trackign the statistics since I launched the UMH website, so it truely is overall views :) This is for all pages, on the bottom of the page.

No promise on when i'll have the next bit ready, but I plan on adding a page to view all of the statistics at once, in an easy-ish way.

45
Was it a custom version of the map? The default map has no lock for the door, so it was most likely a bug.

Pages: 1 2 [3] 4 5 ... 42