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 Nouveau UEditor_Developing Nav_Skins 
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Inscription: 01 Oct 2008, 01:14
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Nouveau message Nouveau UEditor_Developing Nav_Skins
Non-Pawn Skins remplace la pomme est par d'autres icônes en fonction des éléments ... ce qui plus pratique pour s'y retrouver



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by sektor2111 » Sat Dec 12, 2015


Navigation might be different VIA mod. For mapping directly you might use these:Nav_Skins

Contains PCX files that can be used. Importing in Editor occurs successfully as shown in image
from above if Flags - Masked at import check-box is selected.

Things are not so complex. A mapper familiarized with Editor can select all "SomeActor". From ContextMenu (RightClick) - Default properties we are moving at Display - Texture. There we open texture menu and will import news. Then put at properties new Texture. Even default stuff can be "redecorated". I'm not sure if is a problem as long as IntroDude lasts years has all sort of dumb meshes running unexistent animations which is not really a good thing. These Sprite type display are not a major problem if colors and resolutions are as normal UT's stuff. 256 colors, 8 bit, 32×32 - masked Import. I made these for testing purposes (testing Levels) getting bored by default "APPLE" (brown apple ?) and that Head everywhere.

Techs: For developing a mod I was using a SpawnNotify in order to get them changed on client side - all these will look different in all default pathed maps.




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http://unrealtournament.99.free.fr/utfi ... _Skins.zip

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27 Déc 2015, 14:13
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