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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Meshes with proper colisions in Unreal Engine 1
- Jet v4.3.5
- OldUnreal Member
- Posts: 117
- Joined: Fri Jul 04, 2008 8:17 pm
Meshes with proper colisions in Unreal Engine 1
I would have such a great time editing if someone were to make static meshes where the collisions match the mesh instead of that cylinder collision. If someone could like create a mesh that has something player block like points around the mesh would follow its exact shape, making it solid all the way around. If it could be like an update to MeshMaker, except for the way you can only have like eight textures, that would be even better if that was changed. Anyway, anyone who knows how to code in UED might want to look into something like that.
-Jet v4.3.5
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: Meshes with proper colisions in Unreal Engine 1
I think it should be update to the engine not MeshMaker
. If multiskin number will be changed, it'll require deeper tests to see how this change would affect the engine, plus IIRC multiskins doesn't work with skeletal meshes. As for SM, basic static mesh like system was released (with sources) for UT (without any collision detection system).

- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: Meshes with proper colisions in Unreal Engine 1
Implementing collision detection is really easy but I'm not that good at 3D traceline maths.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Meshes with proper colisions in Unreal Engine 1
there IS a way to do it with 224/225/226f/b, but it usually doesn't work.
example : http://www.klankaos.com/tripbomb.u
summon tripbomb.tripbombpickup
the laser mesh uses BSP collision, so its technically "perfect"
I do not have the source anymore {at the moment.. long story}, but it requires using maps, exporting them, reimporting, and general tom-foolery of the engine
But it's stable, for non-moving objects, []Pcube[] says it's unstable for playerpawns, but as i said i could never get it to work very often..
example : http://www.klankaos.com/tripbomb.u
summon tripbomb.tripbombpickup
the laser mesh uses BSP collision, so its technically "perfect"
I do not have the source anymore {at the moment.. long story}, but it requires using maps, exporting them, reimporting, and general tom-foolery of the engine
But it's stable, for non-moving objects, []Pcube[] says it's unstable for playerpawns, but as i said i could never get it to work very often..
Last edited by []KAOS[]Casey on Sun Oct 26, 2008 7:56 pm, edited 1 time in total.
-
Skw
Re: Meshes with proper colisions in Unreal Engine 1
Static mesh support in U1 would be great! No BSP-holes anymore!

