Mesh with "Exit", "Home" or similar

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Barbie
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Mesh with "Exit", "Home" or similar

Post by Barbie »

I'm looking for a mesh that shows the text "Exit", "Home", "Base" or such. Background is that I want to integrate it into a map without rebuilding that map. Therefore doing that with a texture on a brush is not usable.
"If Origin not in center it be not in center." --Buggie
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sektor2111
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Re: Mesh with "Exit", "Home" or similar

Post by sektor2111 »

Do you want to inject a decoration with that Text in Run-Time ?
Buggie
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Re: Mesh with "Exit", "Home" or similar

Post by Buggie »

Not really get what you want. Possible decoration Panel with mesh IPanel this is what you looking for.
You can set any flat texture. For example some custom embed in level. On texture can be written anything.
Almost same as sprite, but not rotate on camera turn.
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EvilGrins
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Re: Mesh with "Exit", "Home" or similar

Post by EvilGrins »

You mean like a sign?
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Barbie
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Re: Mesh with "Exit", "Home" or similar

Post by Barbie »

Thanks for answers, I found a matching one in package Industrial_Pack1.u, even a destroyable one:
Industrial_Pack1.WSExitSign.jpg
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"If Origin not in center it be not in center." --Buggie
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UnrealGGecko
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Re: Mesh with "Exit", "Home" or similar

Post by UnrealGGecko »

Barbie wrote: Wed Jan 12, 2022 12:15 am Thanks for answers, I found a matching one in package Industrial_Pack1.u, even a destroyable one:
Industrial_Pack1.WSExitSign.jpg
Lmao someone else was looking for who made that package today. Found out its by "Islington" in TO-Gallery map. :lol2:
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Barbie
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Re: Mesh with "Exit", "Home" or similar

Post by Barbie »

Barbie wrote: Wed Jan 12, 2022 12:15 am I found a matching one in package Industrial_Pack1.u, even a destroyable one.
Sadly class'Industrial_Pack1.WSExitSign' does not work correct if its DrawScale is changed.
Here a fixed one:

Code: Select all

class SBExitSign expands WSExitSign;

auto state active {

	function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) {
	local WSExitSignB BrokenSign;

		BrokenSign = Spawn(class'WSExitSignB');
		if (BrokenSign != None)
		{
			BrokenSign.DrawScale = self.DrawScale;
			BrokenSign.SetCollisionSize(CollisionRadius, CollisionHeight);
		}
		skinnedFrag(class'WSFragment2', texture'WSExitSignTex', Momentum, self.DrawScale, 7);
		
		MakeNoise(1.0);
	}
}
"If Origin not in center it be not in center." --Buggie