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Re: XC_Engine megathread

Noticed the autocompressor shouldn't be compressing some files that will never be sent, I'm a bit lazy to expand the list so if there's another set of files UT absolutely requires in order to launch, let me know. UWindow stuff is never sent anyways so no need to include here. static UBOOL IsDefaultP...
by Higor
Mon Dec 17, 2018 4:33 am
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 12
Views: 1099

Re: XC_Engine megathread

So I'm doing a full codebase update on the entire XC stuff. Going to be finally ditching the old VC++6 compiler for Visual Studio 2015, as well as adding a dependancy to something called CacusLib to where I moved some things into (threading API, UTF-8 logging, atomics, timers). The XC_ binaries won'...
by Higor
Wed Dec 12, 2018 12:12 am
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 12
Views: 1099

Re: How the hell, buying a used game ?

Antonyms:
Steam <=> Quality control

There's tens of thousands of crapware, why would you not expect incompatible old games?
by Higor
Fri Nov 30, 2018 2:33 am
 
Forum: Misc | Off-Topic
Topic: How the hell, buying a used game ?
Replies: 5
Views: 152

Re: S3TC addons for Unreal Editor

Should be out for next XC_Engine release, hopefully before 2018 ends.
by Higor
Sat Nov 24, 2018 3:59 pm
 
Forum: Discussions
Topic: S3TC addons for Unreal Editor
Replies: 8
Views: 365

Re: Various XC Works Discussions

User a XC_Engine powered Unreal Editor. PathRebuilder button: > allows you to alter the maximum distance between path nodes. > doesn't create InventorySpot for items hidden in editor (use VisGroup toggling to turn 10 paths into 1!!) > manual single-direction linking through event>tag MeasureDistance...
by Higor
Thu Nov 22, 2018 6:04 am
 
Forum: Discussions
Topic: Various XC Works Discussions
Replies: 6
Views: 434

Re: CacusMapVote [Server Interface] [RC3]

Updated to RC3.
by Higor
Thu Nov 15, 2018 11:30 pm
 
Forum: Mutators
Topic: CacusMapVote [Server Interface] [RC3b]
Replies: 19
Views: 5961

Re: Need help with trace function for decal placement

You need to obtain HitNormal and HitLocation with a trace or a HitWall event.
by Higor
Fri Nov 09, 2018 6:01 pm
 
Forum: Coding, Scripting
Topic: Need help with trace function for decal placement
Replies: 20
Views: 607

Re: Need help with trace function for decal placement

The key here is being able to rotate normals by 90º. I'll give you a clue (it's cheating because it's using Rotator, but whatever). Hit the wall, get the normal, the opposite direction of that normal aims at the wall. Convert said opposite to rotator, do GetAxes( rotator(-HitNormal), X, Y, Z); If we...
by Higor
Fri Nov 09, 2018 8:21 am
 
Forum: Coding, Scripting
Topic: Need help with trace function for decal placement
Replies: 20
Views: 607

Re: CTF-[R3P]-W007-18[Insta] Ready for testing! Join here!

Picked up the map for experimentation. Split the map file into two additional texture packages, both with dual Normal+S3TC textures, which significantly improves speed and size. When it comes to map performance. 70 dynamic lights turned into static lights, particle emitters smart enable/disable, red...
by Higor
Thu Nov 08, 2018 3:10 am
 
Forum: Servers
Topic: CTF-[R3P]-W007-18[Insta] Ready for testing! Join here!
Replies: 14
Views: 655

Re: S3TC addons for Unreal Editor

In short: What it does is attach DXT1 data to normal textures. A texture has two image data 'slots', and they can be of any format (as long as it's supported by the engine). We'll be talking about these two: P8 = 8bit pallete format (up to 256 colors) DXT1 = S3TC format (no alpha transparency) Your ...
by Higor
Mon Nov 05, 2018 2:12 am
 
Forum: Discussions
Topic: S3TC addons for Unreal Editor
Replies: 8
Views: 365

Re: S3TC addons for Unreal Editor

Look at the reported size of the texture.
Now look at the definition it has on the editor viewport.
by Higor
Sun Nov 04, 2018 7:13 pm
 
Forum: Discussions
Topic: S3TC addons for Unreal Editor
Replies: 8
Views: 365

Re: S3TC addons for Unreal Editor

YAHOO! That took less than expected, although the editor loves to crash if you attempt to render a texture you've been tampering with, so it's best to work on an empty map. The steps are: - Import original and high-res texture (if masked, both must have the SAME palette because DXT is not available)...
by Higor
Sun Nov 04, 2018 6:59 am
 
Forum: Discussions
Topic: S3TC addons for Unreal Editor
Replies: 8
Views: 365

S3TC addons for Unreal Editor

Decided not to depend on 227 Editor... so far I managed to add a couple of dummies. Implementing the action will be another challenge. I intend to add the ability to copy the compressed data from another texture into the source texture. This means that I could import two versions of the same texture...
by Higor
Sun Nov 04, 2018 4:54 am
 
Forum: Discussions
Topic: S3TC addons for Unreal Editor
Replies: 8
Views: 365

Re: Simple model request- sphere

Try this: (importer) https://github.com/CacoFFF/SiegeIV-UT99/blob/master/Classes/sgMeshFX_MiniShieldHQ.uc (models) https://github.com/CacoFFF/SiegeIV-UT99/tree/master/Models And this is what it looks like: Minishield.png The model has surfaces facing both ways, the inner surfaces are modulated, the ...
by Higor
Wed Oct 24, 2018 5:46 pm
 
Forum: General Discussions
Topic: Simple model request- sphere
Replies: 5
Views: 357
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