got a question
- Buff Skeleton
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Subject: Re: got a question
Post Posted: 15 Dec 2010, 01:11
451 is a server patch and you shouldn't install that if you're going to be developing or playing anything. You should reinstall UT and only install 436, not 451.
- armymen
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- TheIronKnuckle
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Subject: Re: got a question
Post Posted: 15 Dec 2010, 02:53
trollthread just got serious!
goood luck with learning Ued armymen! It'll be interesting to see what you can produce
goood luck with learning Ued armymen! It'll be interesting to see what you can produce
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And only idiots know everything
- armymen
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Subject: Re: got a question
Post Posted: 15 Dec 2010, 04:08
TheIronKnuckle wrote:trollthread just got serious!
goood luck with learning Ued armymen! It'll be interesting to see what you can produce
maybe i can get started this weekend
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- armymen
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Subject: Re: got a question
Post Posted: 15 Dec 2010, 05:45
Waffnuffly wrote:451 is a server patch and you shouldn't install that if you're going to be developing or playing anything. You should reinstall UT and only install 436, not 451.
ok waffy i just reinstalled ut & reinstalled 436 & unreal editor is working just fine
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- Mister_Prophet
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- armymen
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Subject: Re: got a question
Post Posted: 15 Dec 2010, 07:24
Mister_Prophet wrote:That 451 patch is a pain sometimes.
yes it is prophet
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- zacman
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Subject: Re: got a question
Post Posted: 15 Dec 2010, 07:27
Best advice for learning mapping...
1) read tutorials
2) Accept criticism, don't act like those MH mappers who go "MY MAP PWNS ALL IF YOU DON'T LIKE IT STFU U SUCK" listen to what people say and try fix it
3) Just a personal thing of mine, but find a style that suits you best. E.G. I tend to do best at Industrial settings, using textures like Kraden, Mine, Richrig and SGTech. Find a style that works for you and work with it, then branch out to other similar stuff until you can work on a lot off stuff (E.G. Start with industrial then move on to stuff like spaceships, then branch out to other similar styles that incorporate new elements until you have the hang of everything)
4) Don't make important decisions at 4 AM
5) TEST TEST TEST!!!!!!!! Test it offline, test it online, test it with mutators, without mutators, test it in every way you can imagine, don't just dump some crap in a map and release it (Again, like a lot of MH mappers do)
1) read tutorials
2) Accept criticism, don't act like those MH mappers who go "MY MAP PWNS ALL IF YOU DON'T LIKE IT STFU U SUCK" listen to what people say and try fix it
3) Just a personal thing of mine, but find a style that suits you best. E.G. I tend to do best at Industrial settings, using textures like Kraden, Mine, Richrig and SGTech. Find a style that works for you and work with it, then branch out to other similar stuff until you can work on a lot off stuff (E.G. Start with industrial then move on to stuff like spaceships, then branch out to other similar styles that incorporate new elements until you have the hang of everything)
4) Don't make important decisions at 4 AM
5) TEST TEST TEST!!!!!!!! Test it offline, test it online, test it with mutators, without mutators, test it in every way you can imagine, don't just dump some crap in a map and release it (Again, like a lot of MH mappers do)
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(11:32:26) Shivaxi: i love fat girls
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(03:01:24 PM) <+All_Rights_Reserved> i'm not masturbating
- armymen
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Subject: Re: got a question
Post Posted: 15 Dec 2010, 08:12
ok zacman ty for the advice
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- Delacroix
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Subject: Re: got a question
Post Posted: 15 Dec 2010, 13:00
Considering the fact that you are trying to become an SP mapper...
Read. Read a lot of books. Watch. Watch a lot of movies. Search for inspiration for the story. Don't just spurt out generic stories that happen in every single B-movie or copy a Warhammer universe. Think on your own. A mature, complex storyline, well developed by Translator Messages and cutscenes (the latter when you gain some skill) is the most important factor of a single-player expansion. Check the Jones series (Xidia, 7 Bullets) on how it's supposed to look like. Check Operation Na Pali on how it's NOT supposed to look like. Look for inspirations within thyself. If you base your protagonist on yourself, ask yourself: what would I do when thing X or action Y were to happen? If you base a character on someone else, ask this person: what would you do if...?
Read. Read a lot of books. Watch. Watch a lot of movies. Search for inspiration for the story. Don't just spurt out generic stories that happen in every single B-movie or copy a Warhammer universe. Think on your own. A mature, complex storyline, well developed by Translator Messages and cutscenes (the latter when you gain some skill) is the most important factor of a single-player expansion. Check the Jones series (Xidia, 7 Bullets) on how it's supposed to look like. Check Operation Na Pali on how it's NOT supposed to look like. Look for inspirations within thyself. If you base your protagonist on yourself, ask yourself: what would I do when thing X or action Y were to happen? If you base a character on someone else, ask this person: what would you do if...?
I am the Unreal archivist and historian. If you have something from the past of Unreal that I don't have, do tell.
- salsaSkaarj
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Subject: Re: got a question
Post Posted: 15 Dec 2010, 13:25
Delacroix wrote:...
Check Operation Na Pali on how it's NOT supposed to look like.
That's not fair.
ONP is a very old pack and at the time the visual aspect was more than acceptable. Even by today's standards I'm sure everyone (even UB) will find sections which are visually (and conceptually) more than pleasing.
Granted, ONP isn't perfect by far, but it isn't the disaster some of the ONP bashing seems to imply.
- Delacroix
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Subject: Re: got a question
Post Posted: 15 Dec 2010, 13:28
I am relating SOLELY to the story. As for visuals and partially gameplay, I still consider ONP as one of my favs.
I am the Unreal archivist and historian. If you have something from the past of Unreal that I don't have, do tell.
- salsaSkaarj
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Subject: Re: got a question
Post Posted: 15 Dec 2010, 13:39
Delacroix wrote:I am relating SOLELY to the story. As for visuals and partially gameplay, I still consider ONP as one of my favs.
OK, accepted but that wasn't clear to me from your post (now that I read it again I can see that it focuses on story, but it's not obvious).
- armymen
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Subject: Re: got a question
Post Posted: 15 Dec 2010, 17:18
what would be a good tool for making cutscenes?
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- armymen
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Subject: Re: got a question
Post Posted: 15 Dec 2010, 17:26
i was thinking about using unreal movie studio would that work?
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