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 6 ... 42
46
News and Announcements / Website Updates
« on: March 28, 2011, 06:48:00 PM »
I updated a number of things on the website, as well as added some new features.

I added Facebook Connect/Integration to the forums, so now rather than needing to fill out the registration form with your email, and whatnot you click Facebook Connect, put in your Nickname, and a password. Thats it, then when you come back and need to login you click the Login link, then Facebook Connect. Existing members can also link their Facebook Accounts with your account here and Login the same way. There are Also Facebook Like buttons on a number of pages, The forums, as well as the Downloads and Tutorial pages. So Like Away, but because the world isn't fair you can't dislike anything :D

To the Unreal Modders Haven site I updated a few pages, the biggest change is on the Tutorial page, it will now list all of the tutorials, instead of the dropdown menu. It gives the page some meat instead of looking to slim. I also added Mobile Browsing, now if you view the website using a Browser with a screen resolution less than 800 by 600, then you will be redirected to the Mobile version. You can also click the WAP2 link at the bottom of the page. O and the disclaimer page is back.

47
They went to the control panel and pushed E I believe there is a message for it, when you are close...

48
News and Announcements / Re: Welcome to the Unreal Modder's Haven
« on: February 23, 2011, 04:05:39 PM »
I just checked it, this topic was already marked as read, when I loaded the website up on my computer.

I also check another topic to see if it was shutting off the new post icon for the Category, and it shut it off for me.

49
News and Announcements / Re: Welcome to the Unreal Modder's Haven
« on: February 23, 2011, 12:13:22 PM »

Hmm I'll have to check when I get home, but it seems to work fine for me if I recall.

Using my iPhone at the moment, I'll see later if this topic shows as read.

To me it sound like you have cookies shutoff, or the forumns are telling you some old topic hasnt been read yet. I believe at the bottom of the forums there is a mark all topics as read, push that and see if it fixes.

51
Star Wars Republic Commando Chat / Re: Questions about Unreal Editor.....
« on: February 16, 2011, 03:16:32 PM »

Renting a game server

52
Star Wars Republic Commando Chat / Re: Questions about Unreal Editor.....
« on: February 15, 2011, 07:41:23 PM »
http://main.jestservers.com/

More than likely you'll need to email him about a Republic Commando server, but I know he'll host one. Tell him I sent you as well :p

53
Star Wars Republic Commando Chat / Re: Questions about Unreal Editor.....
« on: February 08, 2011, 05:14:26 PM »
In the Hidden section there will be a benabled=true, change that to false, then set up the trigger however and set the event to the same as the tag on the teleporter.

Other thing you could do is hide it behind a Mover/in its own room, and have the teleporter close the door after someones goes threw it.

Also don't forget to create multiple teleport exits for the same entry point if you intend the map to be used on multiplayer. Nothing is worse than dieing right after you go through a teleporter.

54
General / Public Adress to Team Furby Members
« on: February 01, 2011, 08:08:16 PM »
All regular Sandcrawler.net Users feel free to disregard this topic.

If your a Team Furby member, and wondering what happened to the TF website, continue reading. Basically since Bacon left TF on 10/03/2010 I have been hosting the website for free. This was never my intention, but it happened at the wrong time (faimly member passed away, around then) Later in October I contacted a member (not giving names) about the website, and we talked about it, but nothing ever happened higher up. Then January seconds I contacted another member about the website, and it was supposed to be taken care of by January 20th. I don't recieve an email from the member who was going to handle it until the 19th of January. I give my respounce of prices and whatnot, they ask me to wait a bit for thier reply. That was 12 days ago.

The point being, that I gave a generous number of chances to keep the forums and website, now they are mine, and the domain is registered to me for another 6 months.

56
Modeling / Re: Making SMs....From UNREALED!!:D
« on: January 04, 2011, 03:06:38 PM »
Yea, but all you can make is primatives, you can't surface model, or smooth.

So more or less, the most complicated shape you could make in UE is a flag poll, and even that will look extra flat.

57
Matinee/Animation / Re: LightSaber
« on: January 01, 2011, 08:31:48 PM »
all of what I mentioned before is still relevant. Giblits just make it look better.

UE2.5 has no way of animation inside the editor (save the movers that are different) Unless you want to make a lightsaber that does something other than being suspended in front of the character (no hand/arm models of it) then you'll need a modeling program, and animation.

To make it all work you have to know UnrealScript. Otherwise its like what is present already, a lightsaber static mesh, that does nothign and can't be inetracted with.

Unrealscript tells the game that you can interact with this object, and what to do with that object after you've interacted with it.


Also in the Clone Wars timeline, Lightsabers last of years at a time, so they wouldn't run out of juice. The older ones in Indecta Era were powered by blaster packs, but had a cord that ran to them.

58
Matinee/Animation / Re: LightSaber
« on: December 31, 2010, 11:31:25 AM »
First learn:

http://wiki.beyondunreal.com/UnrealScript_overview

Then you need to learn Blender or Wings 3D.

Then you'll have to animate it for it to move, so when you attack with it it plays one of several animations. Then if you wanted a worthwhile implimation of it you'd need to rewrite the hit detections, and create giblits, so each model can be seperated into smaller pieces depending on were the lightsaber hits them.

59
General / What I've been working on
« on: December 21, 2010, 09:23:43 PM »
Recently I started using Construct (2D game engine) So the past few days I've been working on this game:




You can go grab the current build, or read a bit more about it:
http://allaroundgames.net/forum/index.php?topic=85.msg177

60
Triggers

Scripted, music, and just a the base triggers.

There is a tutorial for basic trigger on the site, for more complicated trigger look for UT04 trigger guieds on google.

Pages: 1 2 3 [4] 5 6 ... 42