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Nouveau UEditor_Developing Nav_Skins http://unrealtournament.99.free.fr/forum/viewtopic.php?f=51&t=3428 |
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Auteur: | medor [ 27 Déc 2015, 14:13 ] |
Sujet du 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 Citation: 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. Téléchargement http://unrealtournament.99.free.fr/utfi ... _Skins.zip |
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