Please ask your basic (newbie) questions in here. - by scumble
SneaksieDave on 4/7/2005 at 03:46
Does anyone know how to remove an unwanted beard? It's not an attachment, it's not weapon loadout (hey, I'm at my wits' end here), it's not a setting that I can find, nor based on gender. It might be texture based, but then, it doesn't make sense that pure black around a face texture sometimes leads to an untextured (purple default texture) beard on the same exact character model as another time when pure black around a face texture gives no beard at all. And then a third time (as with Keeper_Assassin_F_D.dds), blue squares around the face texture lead to blue polygonal ears, but not a beard.
What the hell? How do I shave this bastard?
Ziemanskye on 4/7/2005 at 09:38
It's not just an unreported link, like some of the jewellery is it? Kinda of when placed in the editor the beard spawns above him and you can select and delete it as a smesh? I know the necklaces have a horrid tendancy of disappearing into people when you move them around, but they're still there if you try hard enough.
SneaksieDave on 4/7/2005 at 14:33
I'm not positive, but I think this is a fixed part of the model or texture... or someshit I'm just not understanding. For a perfect example, place the keeper shaman male in a map, and change his skin (under Render). With some skins, he's a bald-faced young looking guy. With other skins, including the keeper assassin skin for whatever-the-hell-reason-there-could-be (bearded assassin masks?) he suddenly develops a polygonal beard. Now, if you look at the skin in question, there are blue ears and beard. Yet, I only get ears in-game. And a beard in-editor when selected. Um. And yet with other bearded skins, I get either a textured properly or untextured beard. What the hell?
This is unbelievably frustrating, as the last step in an otherwise simple custom AI creation process. Can't get rid of a damned beard?
Door on 4/7/2005 at 23:41
I've just got the editor working and I cannot figure out how to apply textures to any brushes :(! I have followed the guide by Wikki and it says select a face, I dont know how. Everytime I click the box in 3d view it turns it all red and I cannot place atexture on it. plz help
Crispy on 5/7/2005 at 02:48
Try rebuilding. Also try moving the builder brush out of the way.
Door on 5/7/2005 at 03:38
I did build all but it doesn't do anything, it shows a loading bar but in the end its just the same. What is regular view and how do I go to it I still cannot select a face, I can only select the hole brush :(
edit: NM apparently I had to click add then subtract :erg:
Jadon on 5/7/2005 at 04:12
Door, actually T3ED works on the Idea the the are you are building is full of stuff, so to create your first room you would subtract a cube to get a room. if you wanted a raised area in the floor of the room then you would move the builder brush (red brush) to where you want it and hit add which will then put stuff back into the area you hollowed out.
also try not to have a two brushes occuping the same exact space, otherwise bsp errors could occur.
Door on 5/7/2005 at 04:27
Yea I just figured it out, its still kinda like DROMED. But now I'm trying to add stuff from the actors list but I cant get anything to be created, how do I make somthing as simple as a player spawn? Once I figure this out I will be on my way to making maps :D
str8g8 on 5/7/2005 at 08:55
You should select an actor in the actor browser (it has to be an actor, not an archetype, ie if you want to place a door, you have to expand the lists WorldObj > Moving > Hinged > DoorHinged > DoorWoodenHinged ... and finally select GenDoor, the actor.)
Then you right clock in the editor (top view is best) and choose "Add GenDoor" in the pop-up menu.
Same principle for the PlayerStart: it's in Marker > Keypoint > Navigation Point > PlayerStart.
Also, make sure you place a light of some kind or you won't see anything! You can just rightclick and choose "add light", or choose a light actor (which is just a light associated with a static mesh and a particle).
Stick with it, it becomes second nature after a while!
cheers
str8g8
Ziemanskye on 5/7/2005 at 10:56
And remember to build UnrealBSP and select a face before you try to add stuff like actors with the rightclick menu - otherwise they either don't show up, or appear in weird places in the level (have to zoom out sometimes and look for things floating in the void)
You only need to BuildAll, or BuildFleshBsp if you are working in the flesh renderer mode (like for seeing light's effect, Unreal stays fullbright) or when you want to export and test it.