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Messages - DooFi

Pages: [1] 2 3 ... 26
1
Texturing / Re: A Little question
« on: October 24, 2008, 10:43:48 AM »
oh well maybe i'm not up to date anymore :/ Haven't played RC for about 2 years now due to compatibility issues or something.

2
General / Re: Just a little help here...
« on: October 24, 2008, 10:40:28 AM »
the best method for creating a new SM is to build it in your favourite modeling app and export it to .ASE, a file format which can be imported into UnrealEd. See the sticky in the modeling category for free tools.

3
Unreal Engine 2 General Modding Chat / Re: Solid Movers?
« on: October 24, 2008, 10:37:42 AM »
the SM should be in your myLevel package for it to work properly. Don't modify existing assets!

4
Unreal Engine 2 General Modding Chat / Re: gggg
« on: July 27, 2008, 06:45:27 PM »
Awesome! Three signature pics!

5
Projects / Re: RC2 Using Unreal Tournament
« on: July 14, 2008, 02:31:52 PM »
Make Something Unreal is going on at the moment and to create a real mod requires A LOT of everything. Pretty much everything you would need to make a whole game

6
Texturing / Re: HOW DO I GET UnrealEd?!?!?!
« on: July 10, 2008, 12:32:10 AM »
Most games on Unrealengine 2 ship with UEd3, UT2k4 for instance. In this case you will find the editor in the game's "system" folder as "unrealed.exe" or something. Republic Commando's Editor only comes with the first patch. Once you updated the game it will be in LucasArtsStar Wars Republic CommandoGameDataSystemUnrealEd.exe

7
Unreal Engine 2 General Modding Chat / Re: actor properties
« on: June 24, 2008, 03:24:00 PM »
have you tried deleting the unrealed.ini?

8
General / Re: Where can I find the tuts on this site?
« on: June 24, 2008, 03:11:20 PM »
There are 21 tutorials in the first dropdown menu on that site! :!:

10
Modeling / Re: Adding a Verpine shatter gun....
« on: June 20, 2008, 10:30:31 AM »
I'm certain there is an ASE exporter for Blender. IIRC there even is an inbuilt one. But that will only give you a StaticMesh. For a working weapon you'd probably want to export it as a .X File or something. With animations and all that. Consult a tutorial for UT2k4 to find out if it's doable with RC at all.

11
General / Re: Rotating map in game without booting everyone out
« on: June 15, 2008, 02:34:42 PM »
lol :mrgreen:

12
General / Re: Rotating map in game without booting everyone out
« on: June 13, 2008, 03:19:17 PM »
I don't see any reason for a difference in loading time except that maybe the server has to wait for all he players when switchlevel is used :?

13
Maps in Progress / Re: 3rd Map
« on: June 13, 2008, 01:56:47 PM »
Captain Capslock says: OMFG LIGHTING! :roll:

14
General / Re: A request
« on: June 06, 2008, 02:38:34 PM »
Here's a more subtle (and probably even more cheesy) approach:



And this is a pyromaniac's, lol, don't look:

`

15
General / Re: A request
« on: June 05, 2008, 07:30:53 AM »
Oh well but it kinda looks like the average run-of-the-mill signature tutorial photoshop, don't you think? :mrgreen:

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