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Posted: Fri Jun 13, 2003 5:40 pm
by FurrySound
I know that feeling...

Posted: Sat Jun 14, 2003 5:57 am
by Deaga
I can't do it, I'm not as good as marsfyre. I can't make terrian maps. I just feel small compared to some ppl's work.

Posted: Sat Jun 14, 2003 7:20 am
by LoQtUS
Deaga: (up) (shout) Peptalk! hehe (advice) start working with the default stuff first then once you have a grasp of the basics, and some of the intermediat stuff start using and adding custom stuff. ( just an openion) Im under the assumption that you havnt been mapping long, and to be honest its not fair to compair yourself with some one that has been mapping for a while. Trust me, there is a point where the editor becomes second nature and you see yourself progressing ;) Have fun at the lan :)

Neolith: NOOOo thank you!! hehe and JB for that Deliverer of Rail Furry that i love to use on Oilrig when people are on the other side of pipes. :twisted:

Furry: (slap) ya cant (angry) the fans theyll start revolting ;) heheh

:borg:

Posted: Sat Jun 14, 2003 7:37 am
by FurrySound
I just couldn't help myself.. I love that (angry) emoticon... and it fit soo well... all in good fun Deaga (kiss)

Ack... help... someone (dead) in 2.... thanks... :D

Posted: Sat Jun 14, 2003 7:45 am
by LoQtUS
HAHAHAHAHAHA
(jumpy) (mini)

Posted: Mon Jun 16, 2003 7:46 am
by Deaga
I learned mapping about 2 years ago, but got rusting after not doing anything for about 6 months. I can't even get a mover to freaking work.

Posted: Mon Jun 16, 2003 3:47 pm
by Shuri
Just so you know, (this caused me hassle when adjusting to UEd 3) you have to use static meshes instead of bsp for movers now :)

Posted: Mon Jun 16, 2003 5:11 pm
by Deaga
Well, son of a *****.

Posted: Mon Jun 16, 2003 8:39 pm
by LoQtUS
Oh yea, all movers are statics :) confused me too for a while :)
I like it alot better now thought. If i need a lift then i can just design it in my fav 3d proggy and inport it.

Posted: Tue Jun 17, 2003 4:02 am
by Deaga
I've never worked with static meshes before. Now I feel like a novice.

Posted: Tue Jun 17, 2003 5:23 am
by Shadowstar
They're great once you get used to them. They allow you to make much more detail in your levels without sacrificing too much framerate, especially if you use the same meshes several times. Plus they are great for experimenting with karma to geometry reactions.

I've been working on creating a spike trap recently which uses movers. The trap is triggered by a switch, so if you see someone in the spot, you can activate the trap. It uses karma collisions to hold the corpse in the trap, and then when the spikes retract, the corpse drops to the floor. It's a pretty cool effect, but just one of the cool new things you can do with UT2003.

I was used to Unrealed2, and getting used to Unrealed3 took some time, but not like learning a whole new engine, and the new features are great. I love the new particle system and all the cool things you can do with textures now. It all adds up to allowing mappers to achieve much more detail and coolness with thier levels.

Posted: Tue Jun 17, 2003 8:41 am
by Deaga
I learned mapping from an Unreal site, not UT.

Posted: Tue Jun 17, 2003 3:13 pm
by elpollodiablo
i cant figure out how to move stuff around there. you are all better than me (:
backwards smiley!

Posted: Wed Jun 18, 2003 12:22 am
by Deaga
The smiley looks awkward. My eyes are going to explode.

Posted: Wed Jun 18, 2003 12:24 am
by Deaga
I know I can't pull a deck16][ or facing worlds or lava giant out of my arse, but I can make one on on maps.

What texture packages are good in UT2k3?