The healthpack and medbox have an animated blue texture.
when I change this texture to an other firetexture, the texture is not animated ingame.
It works perfectly with healthvials though. I suspect it has something to do with the mesh, since I tried to apply a firetexture to the beam of the pulsegun too. but that one could not be animated aswell. (so I replaced it with another similar mesh and it worked).
any ideas?
firetextures
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Creavion
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Re: firetextures
Actually you should be able to reset the skins over Multiskins. Revelation has done this several times in his maps.Rakiayn wrote:The healthpack and medbox have an animated blue texture.
when I change this texture to an other firetexture, the texture is not animated ingame.
It works perfectly with healthvials though. I suspect it has something to do with the mesh, since I tried to apply a firetexture to the beam of the pulsegun too. but that one could not be animated aswell. (so I replaced it with another similar mesh and it worked).
any ideas?
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
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JackGriffin
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Re: firetextures
Possible and easy with multiskins. We did this exact thing in Survival with the medpacks.
So long, and thanks for all the fish
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Rakiayn
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Re: firetextures
I did change it with multiskins. the new texture is visible but its not animated.
I suspect it is this way because I change the multiskins ingame. have to test it some time
I suspect it is this way because I change the multiskins ingame. have to test it some time
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Feralidragon
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Re: firetextures
There's a known (?) bug in the engine that when you set MultiSkins[0] with some texture, none of the other dynamic textures on that mesh will be animated, they will keep static.
So, I assume you're setting MultiSkins[0] with some texture, just don't (let it stay with None).
So, I assume you're setting MultiSkins[0] with some texture, just don't (let it stay with None).
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JackGriffin
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Re: firetextures
Here are the defaults I used:
Code: Select all
defaultproperties
{
bSuperHeal=True
//bRotatingPickup=True
PickupMessage="You got some health +"
RespawnTime=2.00
PlayerViewMesh=LodMesh'Botpack.MedBox'
PickupViewMesh=LodMesh'Botpack.MedBox'
PickupSound=Sound'HealthPack'
Mesh=LodMesh'Botpack.MedBox'
MultiSkins(2)=FireTexture'UnrealShare.CFLAM.cflame'
CollisionRadius=32.00
}
So long, and thanks for all the fish
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Rakiayn
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Re: firetextures
I had the multiskin0 set. removing it from the pulse beam fixed that problem. 
however, it did not work for the medbox. So I tried some other things, It turned out that the bug is caused with the medbox when you have ''multiskin0'' and/or ''skin'' set.
I think this is only the case for meshes in which changing 'skin' and 'multiskin0' have the same effect
however, it did not work for the medbox. So I tried some other things, It turned out that the bug is caused with the medbox when you have ''multiskin0'' and/or ''skin'' set.
I think this is only the case for meshes in which changing 'skin' and 'multiskin0' have the same effect
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zacman
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Re: firetextures
The Pulsegun isn't actually a Firetexture, it's an animated texture (A bunch of textures in a kind of "Slideshow") which is why Firetextures won't work. It has 5 seperate textures and it cycles thru them (Botpack.skins.PBOLT0, Botpack.skins.PBOLT1, Botpack.skins.PBOLT2, Botpack.skins.PBOLT3, Botpack.skins.PBOLT4)
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JackGriffin
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Re: firetextures
If you want to, pull out the code for the healing gun from MonsterHunt2. I did just that on a pulsegun to make it a red beam.
So long, and thanks for all the fish
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Rakiayn
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Re: firetextures
@zacman
I was talking about a custom pulse beam with a fire texture
I simply disabled the texture slidewshow
@jackGiffin
what fire texture are you using? I want to add a red beam (already have a blue and a purple one).
but unreali and unrealshare have no red beams, so I want to import one in my mod from an other texture pack.
I was talking about a custom pulse beam with a fire texture
I simply disabled the texture slidewshow
@jackGiffin
what fire texture are you using? I want to add a red beam (already have a blue and a purple one).
but unreali and unrealshare have no red beams, so I want to import one in my mod from an other texture pack.
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JackGriffin
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Re: firetextures
I made my own in photoshop. It's red with an orange core. Grab them out of the MonsterHunt2 source code download and use as you like.
So long, and thanks for all the fish
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Rakiayn
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JackGriffin
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Re: firetextures
There's a source code download link in the information:
http://www.moddb.com/mods/monsterhunt2
http://www.moddb.com/mods/monsterhunt2
So long, and thanks for all the fish
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Rakiayn
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Re: firetextures
they look nice 
I will use them, and also the pulse gun primary fire textures

all that is left now is to find a yellow beam, I will make it myself in photoshop when I have some more time
I will use them, and also the pulse gun primary fire textures
all that is left now is to find a yellow beam, I will make it myself in photoshop when I have some more time


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