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Re: Postal Babes for UT

Posted: Mon May 28, 2012 7:44 pm
by papercoffee
JackGriffin wrote:I think they wandered off while we discussed this :noidea Looks like no love for gopo now
Do you want a cooky?

Image

Re: Postal Babes for UT

Posted: Mon May 28, 2012 8:40 pm
by JackGriffin
Not unless it has sprink...oh wait...

Om nom nom!

Small edit:
http://forums.beyondunreal.com/showthre ... ost2563478

The new way of doing textures is crashing people. I'm going back to the original and sticking with it.

Re: Postal Babes for UT

Posted: Mon May 28, 2012 10:05 pm
by Feralidragon
JackGriffin wrote: Small edit:
http://forums.beyondunreal.com/showthre ... ost2563478

The new way of doing textures is crashing people. I'm going back to the original and sticking with it.
This is one of those cases where I wished my hunches on this stuff were wrong. :(

Re: Postal Babes for UT

Posted: Tue May 29, 2012 1:13 am
by Dr.Flay
Ah well I guess not every one can use S3TC textures :cry:
You could always offer it as a optional extra, like Creavions S3TC texture pack for the Antalius map "UT_HighEnd_CrevMH_Antalius"

The Postal babes mod is not in big need of compression though. It's not very big anyway.
Changing the "LODSet" is the important factor here. This is what makes the quality difference, so that is still something worth checking any skins.
From what I've read this is a common over-sight with many models/skins (including newer UEds).

Compressed textures don't show up in the GUI because of this line;

Code: Select all

[Engine.Engine]
WindowedRenderDevice=SoftDrv.SoftwareRenderDevice
If for example you are using the SDK, you may want to change it to;

Code: Select all

WindowedRenderDevice=sdkOpenGLDrv.OpenGLRenderDevice
or to whatever alternative renderer you prefer to use, eg.

Code: Select all

WindowedRenderDevice=D3D8Drv.D3D8RenderDevice
WindowedRenderDevice=OpenGLDrv.OpenGLRenderDevice
WindowedRenderDevice=D3D10Drv.D3D10RenderDevice
WindowedRenderDevice=D3D11Drv.D3D11RenderDevice
I've now got ideas for some new threads I think!

Re: Postal Babes for UT

Posted: Tue May 29, 2012 10:07 am
by Feralidragon
Yeah, LODSet is the deciding factor:
LODSET_None: For canvas, hud, stuff to render on the screen
LODSET_World: For mapping textures
LODSET_Skin: For meshes

For sprites, it depends if you want more or less blur, World is more blur, Skins is less blur.

Re: Postal Babes for UT

Posted: Fri Jun 22, 2012 5:06 pm
by SC]-[WARTZ_{HoF}
I was playing a few games last night and noticed that sometimes one of the ladies will not spawn if the playerpawn is to close to a wall. This morning I was trying to think of a way you could adjust it so the ladies would never do this. Is it possible to reposition the winner instead then have the ladies spawn right after.

Re: Postal Babes for UT

Posted: Fri Jun 22, 2012 6:21 pm
by EvilGrins
This isn't exactly the same thing, it was a sneak peek into something else, but it reminded me of this thread a lot...
[youtube]ZANhOkBZxZU[/youtube]
...in case someone ever wants to make a UT3 version of Postal Babes.

Re: Postal Babes for UT

Posted: Fri Jun 22, 2012 7:56 pm
by JackGriffin
You could try moving the winner but the end-game is handled differently than normal. I have tried to adjust players after game end with limited success but it's worth a shot.

Re: Postal Babes for UT

Posted: Sat Jun 23, 2012 6:38 am
by SC]-[WARTZ_{HoF}
Better yet..... Just have the winner spawn at a player start.

Re: Postal Babes for UT

Posted: Sat Jun 23, 2012 1:48 pm
by JackGriffin
You'll have to handle the player moving before the game ends. This part will be tricky and I think it will visually look and feel wrong. The winner knows exactly where they are at and if you move them they are going to immediately think it's not them they are seeing or that the game ending had a bunch of lag. It's too artificial in my opinion but it is an answer.

Re: Postal Babes for UT

Posted: Sat Jun 23, 2012 3:14 pm
by Feralidragon
SC]-[LONG_{HoF} wrote:Better yet..... Just have the winner spawn at a player start.
That doesn't fix the problem directly, it's possible to have player starts in tight corridors and it's frequent to find them near walls, but it's possible to check the area around each player start and see which one is good enough to spawn the dancers around.

Re: Postal Babes for UT

Posted: Sat Jun 23, 2012 3:59 pm
by SC]-[WARTZ_{HoF}
Just throwing some ideas out there. If I think of anymore I'll let ya know.

Re: Postal Babes for UT

Posted: Sun Jul 08, 2012 4:40 pm
by blackdragon
Hey Thanks doc appreciate it have a good day 8)

Re: Postal Babes for UT

Posted: Tue Jul 31, 2012 9:26 pm
by Vanlanthiriel
Just saw this on one of servers. Good job! You should really make Skaarjs for female players :)
Would be interesting to make it possible to adjust number of dancers which spawn, and specific skins for each.

Re: Postal Babes for UT

Posted: Wed Aug 01, 2012 3:02 am
by EvilGrins
Vanlanthiriel wrote:Just saw this on one of servers. Good job! You should really make Skaarjs for female players :)
Would be interesting to make it possible to adjust number of dancers which spawn, and specific skins for each.
Did you mean dancing female Skaarj? There are existing models for female Skaarj, though I don't know if they were ever put into ut99.