Creavion wrote:Really good stuff, but the "particle count limit of 1000" sucks.. to be honest...
It's not a limit, just a recommended max particles.
Post Posted: 28 Jul 2008, 14:52
.:..: wrote:Creavion wrote:Really good stuff, but the "particle count limit of 1000" sucks.. to be honest...
It's not a limit, just a recommended max particles.
Post Posted: 31 Jul 2008, 18:50
.:..: wrote:Added project source codes link for anyone who would like to update or fix this mod.
Waffnuffly wrote:Holy shit a HOUSE-SIZED BOX
Post Posted: 31 Jul 2008, 18:59
.:..: wrote:Creavion wrote:Really good stuff, but the "particle count limit of 1000" sucks.. to be honest...
It's not a limit, just a recommended max particles.
Post Posted: 31 Jul 2008, 19:28
sana wrote:.:..: wrote:Creavion wrote:Really good stuff, but the "particle count limit of 1000" sucks.. to be honest...
It's not a limit, just a recommended max particles.
Waffnuffly wrote:Holy shit a HOUSE-SIZED BOX
Post Posted: 03 Aug 2008, 15:35
Post Posted: 03 Aug 2008, 16:19
Stakhanov wrote:Looks like the mesh emitter is broken , cannot properly render most models besides the default crate and a few others. Looks like it's due to missing LODBias attribute , models spawn with 4-8 polys like when you set LODBias to 0.
Using UT version 436 here.
Post Posted: 03 Aug 2008, 22:27
Post Posted: 03 Aug 2008, 23:19
//=============================================================================
// SkinChanger.
// Coder: Wolf
// Project: USU - Unreal Skaarj Unleashed
//=============================================================================
class USUSkinChanger extends Triggers;
var() name TargetActor; //Tag oft the Target Actor
var() texture NewSingleSkin; //New Texture for "Skin" (only if bUseMultiSkin
var() bool bUseMultiSkin; //Replace "MultiSkins" or "Skin"
var() texture NewMultiSkin[8]; //New Textures for "MultiSkins"
var() bool bEmptyMultiSkins; //Delete all "MultiSkins" when using "Skin"?
//If set "false", MultiSkins[0] overwrites "Skin"
//If false Multiskins set here as "none" will NOT
// be deleted
function Trigger( actor Other, pawn EventInstigator )
{
local Actor A;
local int i;
foreach AllActors(class 'Actor', A)
if ( A.Tag == TargetActor)
{
if(bUseMultiSkin)
{
for(i=0; i<=7; i++)
{
if(NewMultiSkin[i]==none)
{
if(bEmptyMultiSkins)
{
A.MultiSkins[i]=none;
}
}
else
A.MultiSkins[i] = NewMultiSkin[i];
}
} else {
if(bEmptyMultiSkins)
{
for(i=0; i<=7; i++)
{
A.MultiSkins[i]=none;
}
}
if(NewSingleSkin==none)
{
A.Skin=none;
} else {
A.Skin = NewSingleSkin;
}
}
}
}
Waffnuffly wrote:Holy shit a HOUSE-SIZED BOX
Post Posted: 08 Aug 2008, 06:56
Waffnuffly wrote:Holy shit a HOUSE-SIZED BOX
Post Posted: 08 Aug 2008, 10:42
Post Posted: 08 Aug 2008, 15:54
sana wrote:Or add a one-sided sheet in the window which has a rain texture and is only visible from inside.
Waffnuffly wrote:Holy shit a HOUSE-SIZED BOX
Post Posted: 08 Aug 2008, 21:28
Creavion wrote:sana wrote:Or add a one-sided sheet in the window which has a rain texture and is only visible from inside.
Edit: well, bad idea... I have to try out this with the box thing.
Edit 2: Box settings failed, too
Users browsing this forum: No registered users and 45 guests