2003MINI on 29/3/2005 at 01:25
Quote Posted by SneaksieDave]No text?? Do you have T3Menu.ini in your system folder?QUOTE
Yup, it's there. 13kb in size.
SneaksieDave on 29/3/2005 at 02:09
:erg: Hrm. Any chance that you messed around with your fonts? If it's not that, I'm not sure what's going on. I guess if worst comes to worse, you can memorize what commands are important to you, and type them into the console, but that's a strange one.
Mandrake on 29/3/2005 at 21:19
Can someone tell me how you set the direction the player is facing when the map starts ? (eg at a PlayerStart point)
Setting Movement->Rotation->Yaw doesn't seem to do anything - the arrow changes direction in the editor, but the player always starts facing north. I've looked at a couple of the original maps for any special actors that might affect it, but I can't find anything. (Too much stuff cluttering the place)
Am I missing something really obvious ? By using a "North" marker you can change the direction that the compass thinks is north, but that seems a pretty lame way of changing the player starting angle by turning the whole world around :cheeky:
nomad of the pacific on 30/3/2005 at 00:36
Quote:
By using a "North" marker you can change the direction that the compass thinks is north, but that seems a pretty lame way of changing the player starting angle by turning the whole world around
Don't you know? The whole world revolves around Garrett! :D
Dark Arrow on 30/3/2005 at 16:44
I believe you automatically are turned to the direction of the marker in the actual game. This just doesn't work in T3ed. I am not sure if it is true, as I haven't been able to test it.
Mandrake on 30/3/2005 at 19:59
Quote Posted by Dark Arrow
I believe you automatically are turned to the direction of the marker in the actual game. This just doesn't work in T3ed. I am not sure if it is true, as I haven't been able to test it.
Direction of what marker ? If you mean the playerstart marker then I specifically said in my first post that it doesn't work. (And I have tested it, lots of times)
If you mean the north marker, then thats not true either, because for example on castle1 the north marker points a different way to the way garrett starts. (Eg garrett starts facing east, from memory)
Anyone else ?
ascottk on 30/3/2005 at 23:45
I haven't had the chance to test this yet but I think the marker direction is only applicable if the player transported there from another map. If you set up your map correctly then the player will face the direction you want after you get to the map from Entry.gmp. This is only a theory but it sort-of, kind-of, makes sense. Another use of the playstart archetype is to transport the player to another location within the map. take a look at Inn.gmp. If the first guard sees you then that objective fails and resets then it sends the player back to the starting position with the words "Please Try Again".
Dark Arrow on 31/3/2005 at 20:04
Has anyone had any luck in creating new emitters? I have been trying to do them and they work, but if I load the level the emitters will go missing. I did playtest the level and it asked me to save the gamesys, which I did, and the emitters are still in the gamesys, but the ones I create in the level just disappear.
Another thing: When I quit T3ed it asks me to export the classes I have changed. I assume this means the .uc files (or whatever those were), but it never manages to finish the export as T3ed crashes when doing so. Is this happening to anyone else?
Jadon on 3/4/2005 at 00:03
As far as I can tell the editor will always crash if it tries to export scripts (probably because it has no UCC.exe file) however if you just save the gamesys in the actor browser (not exporting) then you shouldn't get the error.
2003MINI on 4/4/2005 at 16:59
Alright, 2 brand-new questions for the noob list.
1) After replaying the training mission last night, just to see if my laptop can run it), I noticed the "rays-of-light" lighting effect in some of the scenes. The moonlight comes in from some windows with the beams visible. How do I do this?
2) When walking on an inclined slope (such as an alley that is sloped downward), how is this accomplished? Is it a geometry with a texture applied to it, or is it a static mesh?
Thanks for the help!