Please ask your basic (newbie) questions in here. - by scumble
GlasWolf on 6/11/2005 at 22:46
Clumsy that I am, When I'm texturing things I keep putting textures on zone portals - how do I remove them again?
STiFU on 7/11/2005 at 15:28
Zoneportals are always textured on one side, but they arent ingame. But you can change the surface properties to transluscent, if thats what you want...
ProjectX on 7/11/2005 at 18:23
In the texture browser there's a physics option: "Exact", I use it when I scale meshes and it seems to work...
Quote Posted by Ziemanskye
Has anyone got custom particles to work? I mean the textures rather than customised emitters?
I can get it to work in the editor, but it screws up when it goes into the game for some reason - like it just throws away the alpha channel. I've tried inverting the image, the alpha, having one and not...
After a lot of faffing about, I got it to work in the editor again, but it still doesn't load right in the game.
I read somewhere that there has to be a certain setup, but 've forgotten what it was, sorry.
Rantako on 8/11/2005 at 20:35
This seems as good a place as any to post this -
A while ago, I had a problem where T3Ed was corrupting my maps and would not playtest anything. I managed to fix it by making a fresh install of T3Ed and copying all my custom content into it - which showed that there was nothing wrong with any of my stuff, and left something of a mystery as to why it stopped working in the first place.
When the same problem happened this weekend, I was determined to find out what the problem was, so I wouldn't need to spend two hours doing a reinstall. It turns out that the actual executables (T3Ed.exe, T3Main.exe, and T3.exe) had become corrupted somehow, and replacing them with versions fresh from the editor zip file fixed everything (although it didn't uncorrupt my maps :( )
So here's my advice for anyone with unexplained editor woes: don't jump straight to reinstalling - you will probably be able to fix the problem simply by replacing some files.
That's my rant over for tonight :)
Komag on 8/11/2005 at 22:57
What the heck? That doesn't seem possible, and it sucks. Are you SURE?
Bardic on 9/11/2005 at 02:25
I have a question about terrain. If you create a .t3d file using TerraEdit, how do you go about getting that into your level? I can import, and it does some things, but then never shows anything. Or does that not work?
Bardic on 9/11/2005 at 06:04
Thank you, that worked. Now just to see how I can make it work as ground without killing framerate for a few areas.
GlasWolf on 10/11/2005 at 08:26
Quote Posted by STiFU
Zoneportals are always textured on one side, but they arent ingame. But you can change the surface properties to transluscent, if thats what you want...
Thanks for this, just got a bit of a :confused: moment when I was wandering around in 3d mode and found myself apparently walled in. Sorted now.
STiFU on 10/11/2005 at 08:39
I have some questions regarding static mesh creation with 3ds. I have NOT 3ds 5.1 which makes this far more complicated and I am a noob to 3ds also. (Actually i am one of those c4d-ers) I saw the videotutorials from 3dbuzz.com on smesh creation for unrealED. Was pretty helpful, but did not answer all my questions.
I made up a grating. The first thing is: How can i deintersect those spikes there. I would do it with a bool-operator in c4d but how can i do it in 3ds?
(
http://img360.imageshack.us/my.php?image=topview7wa.jpg)
Inline Image:
http://img360.imageshack.us/img360/321/topview7wa.th.jpgSecond thing: How does the texturing work, while i have not the ion shader running. (probably not) :D I know how to texture objects but there is some special way to texture smeshes, am i right?
Third thing: Is that mesh ready for .tim export after i applied the asked things or will i have to do anything further?
EDIT: Originally I wanted to make those spikes via subdividing the inner surfaces and then extrude, but i could not find a proper subdivide function. Halp on that would be useful also.
EDIT2: I found the Boolean-operation, but after that my polycount was about 60 higher, so i left it as it is on that picture.