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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
bMultiEnviromentsMaps Use
- GcSkaarj
- OldUnreal Member
- Posts: 162
- Joined: Wed Oct 21, 2009 4:17 pm
bMultiEnviromentsMaps Use
How do you use this new feature in a mesh?
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: bMultiEnviromentsMaps Use
Simply set bMeshEnviroMap + bMultiEnviromentsMaps to True, then it will use mesh default mesh skins or MultiSkins.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- GcSkaarj
- OldUnreal Member
- Posts: 162
- Joined: Wed Oct 21, 2009 4:17 pm
Re: bMultiEnviromentsMaps Use
Thanks, I understand, but like the new environment tag available in any brush surface (that allow to have at the same time a diffuse map and a environment map), would be possible to enable in future versions, that a mesh have a map as skin at the same time that have a environment map, for shining effects?, like for example UT2004:


Last edited by GcSkaarj on Thu Apr 29, 2010 8:39 pm, edited 1 time in total.
