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Posted: 28 Jul 2008, 13:16
by .:..:
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.
Posted: 28 Jul 2008, 14:52
by Feralidragon
.:..: 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.
Yeah, I already did wheather effects with 3000 particles and no lag at all.
However, I did my little experiments and placed 2 beams with 200 particles each and 1 mesh with 100 or 150 mesh particles.
And somewhat they were working well in the editor, but when I started UT, it hanged really badly, I spent 5 min to close it (expecting an error msg like a GPF or something) and no error has appeared. I must say that I had some more stuff in the map, and accidently made duplicate in preview mode (which worked), maybe that was the reason.
Anyway, good work
Posted: 31 Jul 2008, 18:21
by .:..:
Added project source codes link for anyone who would like to update or fix this mod.
Posted: 31 Jul 2008, 18:50
by Creavion
.:..: wrote:Added project source codes link for anyone who would like to update or fix this mod.
Just dont want this stupid Particle count limit.. thats all.. please remove it.. please
Posted: 31 Jul 2008, 18:59
by ividyon
.:..: 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.
Posted: 31 Jul 2008, 19:28
by Creavion
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.
Are you sure? During testing I didn`t see a difference between 1000 and 10000 or 5000 ...
Posted: 03 Aug 2008, 15:35
by Stakhanov
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.
Posted: 03 Aug 2008, 16:19
by .:..:
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.
Good that you notified me.. I'l fix it right away.
EDIT: It's changed now, the download link for v. 1.1 is still the same.
Posted: 03 Aug 2008, 22:27
by Stakhanov
Works fine now. Very nice stuff.
Just nitpicking , some monsters like gasbags and spinners have MultiSkins , so part of their texture cannot be changed with the current emitter. Well it might not warrant new texture arrays , using the emitter's own display properties should be good enough.
Posted: 03 Aug 2008, 23:19
by Creavion
Would that help?
//=============================================================================
// 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;
}
}
}
}
Posted: 08 Aug 2008, 06:56
by Creavion
Waah again double post whatever
I have noted a problem:
Well, all works fine so far but I hoped the "I am looking out of the window and see it rains" would work. So what I mean. if I am somewhere inside a building, near the entrance to the outside part where it rains, I hoped to see that there is rain. But it doesnt work. The rain appears only if I am outside.
Any ideas what I can do?
Posted: 08 Aug 2008, 10:42
by Feralidragon
Yeah, I saw that problem as well, but the thing is, the way that is scripted, it's normal that you can't see it from a window (zone based, only rains if you're in the zone).
But there's a simple way to turn around: change the wheather emitter property something from Zone based to Box or something, then adjust the emitter like a normal emitter (box range) and place them near the windows. This is the only way I found...
Posted: 08 Aug 2008, 13:20
by ividyon
Or add a one-sided sheet in the window which has a rain texture and is only visible from inside.
Posted: 08 Aug 2008, 15:54
by Creavion
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
Posted: 08 Aug 2008, 21:28
by Feralidragon
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
There's a field that is set something Zone, did you change it to Box? If you didn't, the box will never work