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{CCP}VI

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Everything posted by {CCP}VI

  1. most interesting thing for the mod i got here is the remote droid. easy to install it into existing maps. would like to delete unnecessary parts of the script before i upload it. have not worked with unrealED for ages and for the next two weeks i am pretty busy with a school project but i feel like i owe you guys to be a bit more helpful. would not be fair to let you down because of my own business. tell me if you got a specific idea for a new map and i promise, i will make it as soon as possible.

  2. ah, i remember. structure of the bombmap was finished. civilians are still pretty dumb and there's one sequence that needs to be improved.

     

    udk is a great programm, you'll love it. today i worked on a charactermodel. i wanted to make a system where you can change only parts of the pawn. helps if you want to change the clothes of a pawn for example. or if you want to be able to change only the heads to make more characters.

    here's a little picture.

    ModPawnSuccess.png

    first text says: animationtest for facial expressions

    second text: composing the head with a "strange" body

     

    i put 2 meshes together. was not as easy as it sounds.

    whatever the project will be about; that could be helpful.

  3. hey, srry, have been pretty inactive.

    i'm rlly srry about the maps but i have to admit that there's no progress. only excuse i have is that i worked with udk and found alot of stuff out we could use for the next project. especially regarding charactermodelling. might be helpful later but that does not really help us with the current project.

    i don't want to let you guys down, so if there are one or two specific maps you need, tell me. we should hurry up with that project. would like to start the new one asap.

  4. yup, ik why and its easy to fix it. the right anim_notifies are missing. like the one we used for the hudweapons. don't know the names of them. tossgrenade and meleeattack or something like that. have a look at the anim_notifies of the original grenade and melee animations. settings were quite selfexplaining i guess. you can send me the animationpackage via xfire or downloadlink if it does not work.

  5. hi, srry i have absolutly no idea. had xsi only for a few days. but i would just convert it to a 3dsfile or something like that and import it with blender. had never problems with the blender-ase-exporter.

  6. sure. you can either send me the .utx and .ase via xfire or give me a downloadlink. can also make animations for it if needed.

  7. tried but i fear that won't help him :p

    btw, his question gave me an idea. i can make a missionselectionmenu for the arc-mod. need just a list of the planets and missions.

  8. with unrealed. its hard to explain. all the settings in the defaultproperties of the actors(for example "drawscale") are variables of scripts. the scripts do also contain the information what the game should do with those variables. about everything in the game is made with scripts.

    it's hard to understand the codes when you're not used to objectorientated programming(c++, java, or whatever).

  9. sure, do whatever you like to with it. have already made a way out of the base. a part of a wall explodes and a gunship appears. should be in the version i've sent you. tell me if theres something with which i can help.

  10. hey,

    yep, its canceled.

    @hockey how can i help you?

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