Please ask your basic (newbie) questions in here. - by scumble
scumble on 6/3/2007 at 15:55
Might be something to do with not rebuilding your geometry often enough. Were you working in Unreal BSP or Flesh mode?
Before performing certain operations you should always save. Splitting brushes can catch you out consistently for example, but it is usually a good idea to save before changing lots of things at once, as you've found. It's probably a good idea to have many incremental saves in the case of a broken .unr file.
This was useful for me recently when I realised some of my recent saved file versions seemed to have lost half the brushes. I've got nearly 50 versions of the level so I didn't have to backtrack too far.
imperialreign on 6/3/2007 at 23:01
No, this is just fairly simple stuff. Still learning the ropes of the editor, honestly - I've always prefered the "learn as I go" method, no tutorials - I use all that for learning advanced stuff, or for pointers later on.
But, naw, it'll drop back to the desktop sometimes after selecting one texture, or sometimes after 15+ - there's no real pattern to it, that I can see; only that (as of where I'm at now) it does so when textures are selected. I get that nice little XP messge "T3Ed has eccountered a problem and needs to shut down. Blah, blah . . . Would you like to send an error report to MS? Blah, blah . . ." Y'all know the one.
scumble on 7/3/2007 at 10:01
That sort of thing usually turns out to be a driver issue. I run an nVidia 6600GT and I rarely get random crashes. Hopefully an ATI user can give you some more helpful information.
Sluggs on 7/3/2007 at 22:03
If you put a light source into the skybox room, can the light from that illuminate the playing area?
If that is so, then wouldn't it be possible to have night turn into day whilst in-game, like in GTA3?
nomad of the pacific on 7/3/2007 at 22:31
No, I use lights in the skybox to illuminate clouds around the moon, but they have no affect in the main part of the level.
imperialreign on 7/3/2007 at 23:17
Quote:
That sort of thing usually turns out to be a driver issue. I run an nVidia 6600GT and I rarely get random crashes. Hopefully an ATI user can give you some more helpful information.
Thanx anyways, I'll fiddle with some of the driver settings and see if I get any changes . . .
if not, then save, save, save I guess :thumb:
Tazonne on 8/3/2007 at 19:47
I was wondering how did Norbik make those nice torches in his fm, The Crypt. I'm interested in adding some to my own mission. Initially, I thought it was some kind of emitter attached but I couldn't find it.
If anyone(or even the author himself) has any suggestion on how to achieve that kind of effect, please tell me. :)
Tiens on 9/3/2007 at 05:54
Quote Posted by Tazonne
I was wondering how did Norbik make those nice torches in his fm, The Crypt. I'm interested in adding some to my own mission. Initially, I thought it was some kind of emitter attached but I couldn't find it.
If anyone(or even the author himself) has any suggestion on how to achieve that kind of effect, please tell me. :)
Sorry, I'm so afraid of zombies that I could not play The Crypt... But...
You could compile any torche you like. Try this:
1) Insert into your room a light with affect you like (a torch, a lamp, a cristal...). Let it be OilWallLamp.
2) Go to "OilWallLamp properties" (Attantion! It is LIGHT properties! Not EMITTER properties!) and change into "Render / Object Mesh" its stile (some pagan light or anything else).
3) Save, build, test.
4) Improve colors into LIGHT properties and EMITTER properties if you like to.
Questions are welcome!
Good luck!
Tazonne on 10/3/2007 at 20:16
Thanks Tiens, I already knew that ;) .
Still, I think you didn't get the point: how can I change, let's say the flame of a torch(not the physical torch).I know, it's an emitter attached to the torch, but I've only found the normal looking flame in the actor browser.Any chance to change the way it's looking?
And what emitter properties are you talking about?
Thanks for the replies.
Tiens on 11/3/2007 at 05:27
Quote Posted by Tazonne
Still, I think you didn't get the point: how can I change, let's say the flame of a torch(not the physical torch).I know, it's an emitter attached to the torch, but I've only found the normal looking flame in the actor browser.Any chance to change the way it's looking?
And what emitter properties are you talking about?
No, I got it at the first time. :tsktsk:
I tryed to find another stiles of a flame into Actor Browser also and did not succeed. So I tried to find it "by contradiction".
We do not have a ready torch in Actor Browser?:rolleyes:
OK, we will find the right Emitter with the stile we like but with wrong torch attached. It is an experiment! You need to insert and delete about 20 torches and look at its flame in test mode.
If you do not like colours of the flame, you need to go to properties of the Emitter - it looks like 5 coloured stars attached to the electric light bulb (it is the Light properties) - and change its Colours. You will have to open a lot of "+" lists...
The original flame stile (I loved it playing TDS), my own colour of the flame, changed stile of Object Mesh - that was enough!:thumb:
By the way... It looks like the creators of TDSEditor made a lot of Flame Emitters but did not listed there names in Actor Browser. In properties of every Emitter you can see its original name...
Questions are welcome!
Good luck!