Search found 37 matches
- Mon Oct 07, 2019 2:33 pm
- Forum: Mapping
- Topic: ==[ The 20th Anniversary Mapping Contest - 20AC ]==
- Replies: 230
- Views: 24490
Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==
I'm sorry to hop in. But reading this "I like to use one of my unreleased maps for the contest" makes me sick. I can't read it anymore. It's a damn contest and the rules are so simple: Build a map from scratch like in every contest.. Is that so hard to understand? I only joined one contest...
- Mon Aug 26, 2019 1:20 pm
- Forum: General Discussions
- Topic: -= What about a new mapping contest? =-
- Replies: 97
- Views: 11839
Re: -= What about a new mapping contest? =-
I have an idea for a mapping contest theme. What's about when all mappers are only allowed to use some pre selected textures to create their maps. This will generate a map pack which uses exactly the same texture theme but the outcome can be very very different depending on how the mappers use the t...
- Sun Jul 14, 2019 10:13 am
- Forum: Mapping
- Topic: BSP holes revealed. TIP
- Replies: 18
- Views: 2229
Re: BSP holes revealed. TIP
I think that doesn’t count. But when you edit a brush in blender and extrude faces or create new faces by connecting edges and vertices and you don’t unwrap the mesh again. The uv map of the brush is messed up. If the uv of the new faces have zero space UnrealEd can’t render the face and cause extre...
- Tue Jul 09, 2019 6:10 pm
- Forum: Mapping
- Topic: BSP holes revealed. TIP
- Replies: 18
- Views: 2229
Re: BSP holes revealed. TIP
You really should give it a try it’s easy to edit and create new terrains with blender. I also have to mention that I used 227 to convert this brush to a static mesh, exported it as .obj, edited it in blender, saved the repaired mesh as a new .obj, reimported it in to the 227 editor and converted th...
- Mon Jul 08, 2019 7:31 pm
- Forum: Mapping
- Topic: BSP holes revealed. TIP
- Replies: 18
- Views: 2229
Re: BSP holes revealed. TIP
With my edit of the brush you can move every vertices like you want. There should be no issues as long the edges do not cross
- Mon Jul 08, 2019 9:56 am
- Forum: Mapping
- Topic: BSP holes revealed. TIP
- Replies: 18
- Views: 2229
Re: BSP holes revealed. TIP
I loaded the brush in Blender and cleaned it up. It took about one hour to remove all strange generated edges and vertices.
The brush should be imported over Brush / Import instead of importing the level
The brush should be imported over Brush / Import instead of importing the level
- Sun Jul 07, 2019 5:18 pm
- Forum: Mapping
- Topic: DM-AMC-Modular (WIP)
- Replies: 26
- Views: 3571
Re: DM-AMC-Modular (WIP)
Its better to not touch the .u because you have to rename it too to avoid version mismatches in network play.
If import the image in the package "MyLevel" it will be saved in the .unr instead of the .u.
If import the image in the package "MyLevel" it will be saved in the .unr instead of the .u.
- Sun Jul 07, 2019 1:29 pm
- Forum: Mapping
- Topic: DM-AMC-Modular (WIP)
- Replies: 26
- Views: 3571
Re: DM-AMC-Modular (WIP)
Just Import the texture into mylevel instead of the AMC-Modular.u
Otherwise you have to save and rename the .u too
Otherwise you have to save and rename the .u too
- Sat Jul 06, 2019 3:37 pm
- Forum: Mapping
- Topic: DM-AMC-Modular (WIP)
- Replies: 26
- Views: 3571
Re: DM-AMC-Modular (WIP)
I have no problems to apply your pcx to the shieldbelt and saving the map. Also the shield is visible ingame. You can put the pcx into mylevel without touching the .u
I have to say that I use the latest official UT Patch without any mods or community patches.
I have to say that I use the latest official UT Patch without any mods or community patches.
- Sat Jul 06, 2019 2:33 pm
- Forum: Mapping
- Topic: DM-AMC-Modular (WIP)
- Replies: 26
- Views: 3571
Re: DM-AMC-Modular (WIP)
Sure I’ll upload the pcx here. Then you can grab it and replace the icon
- Thu Jun 27, 2019 10:38 pm
- Forum: Mapping
- Topic: DM-AMC-Modular (WIP)
- Replies: 26
- Views: 3571
Re: DM-AMC-Modular (WIP)
By rebuilding BSP the sharp lightmaps will disappear. The map was completely build in 227.
And yes you have to save the map under an other name to avoid version mismatch.
And yes you have to save the map under an other name to avoid version mismatch.
- Wed Jun 26, 2019 10:41 pm
- Forum: Mapping
- Topic: DM-AMC-Modular [Final]
- Replies: 13
- Views: 4226
Re: DM-AMC-Modular [Final]
Thank you very much! I'm glad you like the map. I also enjoyed creating it :) I'm really happy to know that it will be played on some servers :D that's really nice! I attached two more screenshots of the Unreal 227 version of this map. Distance fog, particle emitters and dynamic coronas has been add...
- Tue Feb 05, 2019 8:12 am
- Forum: General Discussions
- Topic: S3TC textures blurred around arches doors
- Replies: 9
- Views: 1432
Re: S3TC textures blurred around arches doors
Does this arch texture have a s3tc version? It looks like the stock textures quality.
- Wed Jan 02, 2019 5:12 pm
- Forum: General Discussions
- Topic: yet another map search, ctf versions of Radikus ?
- Replies: 8
- Views: 809
Re: yet another map search, ctf versions of Radikus ?
Thank you! Sorry for interrupting the original questionOjitroC wrote:It certainly is - the CFT Beta4 version has the same LevelInfo as the DM map, except that 'converted by TimTim' has been added.Krull0r wrote:No there are screenshots in the YouTube video and it shows absolutely exactly the same map.
- Wed Jan 02, 2019 3:31 pm
- Forum: General Discussions
- Topic: yet another map search, ctf versions of Radikus ?
- Replies: 8
- Views: 809
Re: yet another map search, ctf versions of Radikus ?
No there are screenshots in the YouTube video and it shows absolutely exactly the same map.