Hmmm not quite sure if the following truly belongs to PnP but I thought I'd share the results of my reference hunting. materials in Roboblitz UEd3, fast and easy Hourence material tutorial ini tweaks - useful for screenshots UDN UT3 mods page - incl. folders and naming conventions UDN ActorX for 3DSMax UT3 character models…
I was dissappointed working on Airborn with having some sort of TF2 shading, only built upon Unreal 3s Phongshader, so i could only ramp the diffuse not really the shading and stuff, so i read the formula given in that paper ( http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf )…
@ pior The last 8 Characters in the code are only Bots, so you could play against a whole Zombie Team. The 2 namend "Zombie" are for player selection. But i dont know what you did wrong that they didt appear? :P
Ok so HERE is the .TXT I was talking about that we should try and use for EACH ASSET one of us makes. Please fill in the requested information to the best of your ability. If we can make the UT3 pack as informative/educational as possible the better so please offer up as much info as possible in the creation notes! Thanks!
Checked all my spellings and they seem ok. I found this error in the log however: Log: FindPartSkelMesh: Failed to find/load part: CH_Elizabeth_Female.Mesh.SK_CH_LizFace_Female_Head01 I don't get it though. All my upk files are in this directory. C:\Documents and Settings\Michael\My Documents\My Games\Unreal Tournament…
Having some trouble importing this head here. and all I get is this. As far as I can tell I've been following Pior's Tutorial pretty closely. It's odd to me that I can get everything to show up in the editor fine but in game. It makes me think maybe my code is wrong? <font color="orange"> Part Text </font>…
Adam from what I have seen so far so-called cinematics characters support facial animation through facefx assets. However I don't think they are used during match and it's also good to note that even if some of them are available in the editor they are likely to never show up in realtime in the game since all the ingame…
Vailias : Doesn't it only work (as in ingame - not talking about the special cas of the character customization screen) if all the custom parts are displayed at once ie not mixed with existing faction bodyparts? I know that everything seems to behave well if only 'classic' texture slots like diffuse, spec, normal and…