Please ask your basic (newbie) questions in here. - by scumble
scumble on 15/5/2005 at 08:46
Most likely it will be the Unreal standard that the texture dimensions must be a power of 2. Say, 64×64, 128×512, 1024×512 and so on.
Keep in mind that you'll have to deal with normal maps if you want the materials to look right.
str8g8 on 20/5/2005 at 12:47
Has anyone got these to work? cos I haven't
I have run the script in max to create a custom collision hull, which seemed pretty similar to the 'default' one the engine creates... So I made my own using concave volumes etc, and kept the name the same as the auto-generated one, then exported.
Then in the editor I used the static mesh browser to assign the collision shape as "artist generated" ... but the game still uses the 'default' atuo generated one ...
Also has anyone experimented with specular and environment maps in Ion Shader ... ? Or any other effects ... for instance, I notice my window textures aren't fullbright like the game ones - is there something in Ion Shader to contrl this?
sorry for all the questions ...
str8g8
str8g8 on 20/5/2005 at 12:54
Quote:
Keep in mind that you'll have to deal with normal maps if you want the materials to look right.
Hmmm, is this really true? I know that almost every texture in TDS is normal mapped, but I think it would depend on the texture, some would look fine without ... for instance, a polished marble floor which is smooth as glass ... also, how much of a performance hit is normal mapping? For instance, could we get better performance by using some basic un-normalled textures ...
just some thoughts
cheers
str8g8
Jadon on 21/5/2005 at 01:24
str8g8, wouldn't you still need a normal map for the lighting to spread across the floor properly? Granted the normal map could just be really flat but... hmm, lost my train of thought. Oh well.
Shockeye on 22/5/2005 at 11:30
Here's a dumb newbie question:
How do I get "Stores" working properly?
Based on David's Fences tutorial I've got a functioning store working, but selecting Items is so finicky. The cursor doesn't line up with what is selected.
(I've given each Item a store window number, but how to I tell the interface where the item is on the screen??)
nomad of the pacific on 22/5/2005 at 23:28
The only way I could get it to work was to keep tweaking the player start position until everything lined up. :p It took a lot of test runs to get it right. What a pain! But it worked well enough.
Shockeye on 26/5/2005 at 11:59
Thanks Nomad
I've been doing that.
I was just hoping that there was an easier way!
I don't 'spose you've worked out an ideal spacing for the items by trial and error?
nomad of the pacific on 26/5/2005 at 23:28
Actually, I copied and pasted the items directly from another level, so they were already spaced right. Sorry. Not much help. :erg:
By the by, did you find a way to create the store windows? I copied mine along with the objects. That's why I didn't have alignment problems between the objects and windows. (Except for the window for the practice lock. I put a custom item there. :sly: )
angrypenguin on 29/5/2005 at 16:08
arrrrg
i cant get my schemametafiles to rebuild
I am running the compileschemas.pl from my theif 3 edit folder on the files in my main installationand get the error message "The filename, directory name or volume lable syntax is incorrect"
I have perl and am running as instructed in the wiki.
I have cheked the file paths dozens of times and get the same thing each time.
Thx