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« Created by: .:..: on: Mar 31st, 2008 at 7:21pm »
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Very Hot Topic (More than 25 Replies) Favorite feature (Read 7462 times)
GreatEmerald
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Re: Favorite feature
Reply #15 - Apr 3rd, 2008 at 3:46pm
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I mean it's not done, and it's not 'real' bump mapping...
  
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Re: Favorite feature
Reply #16 - Apr 3rd, 2008 at 4:30pm
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Maybe a tiny change in mover's logic:

Have it obey to "mover pathnodes" rather than keyframes. In other words, place some "mover pathnodes" and have the mover follow them.

  
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GreatEmerald
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Re: Favorite feature
Reply #17 - Apr 3rd, 2008 at 4:55pm
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Only if they stick to grid by default... And it should be some kind of a way to drag them easily, as pathnodes are hardly moveable.
  
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Re: Favorite feature
Reply #18 - Apr 3rd, 2008 at 11:23pm
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Well, all actors have in its advanced properties this: "b ed should snap = T/F". It took me years to find out that hehehehe.

I just went trough the past replies and read that bump mapping discussion... Why bumps when normals maps are better? I believe normals has been neglected for so many years because texture artists used to paint depth within textures itself, and only recently normal map compression became a standard.
  
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Turboman.
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Re: Favorite feature
Reply #19 - Apr 3rd, 2008 at 11:46pm
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Quote:
Maybe a tiny change in mover's logic:

Have it obey to "mover pathnodes" rather than keyframes. In other words, place some "mover pathnodes" and have the mover follow them.



thats already in unreal, pathpoints essentially do that.

which are good for sequences that require more then 8 keyframes, although keyframes are far more effective for simple operations like doors or lifts, replacing those entirely might cause alot of difficulties Wink
  
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Buster
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Re: Favorite feature
Reply #20 - Apr 4th, 2008 at 1:31pm
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As for my humble request, MORE keyframes please.  Smiley

I don't mind using keyframes vs. movernodes, but I'd like to have more of them. And each frame having its own timing would be a real bonus.
  

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Turboman.
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Re: Favorite feature
Reply #21 - Apr 4th, 2008 at 3:13pm
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Buster wrote on Apr 4th, 2008 at 1:31pm:
As for my humble request, MORE keyframes please.  Smiley

I don't mind using keyframes vs. movernodes, but I'd like to have more of them. And each frame having its own timing would be a real bonus.


Oh i agree on this! i wish unreal would adapt some kind of real-time preview mode with a keyframe timetable for sequences like movers or triggers, think of a keyframe timetable like in all major modelling programs.



but anyway on the subject of this thread, i'm having a hard time deciding on what i would prefer, but in the end i would have to choose static meshes, even though i completely oppose the idea of them, the REAL option i would have opted for is glitch-free BSP Wink
  
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Re: Favorite feature
Reply #22 - Apr 4th, 2008 at 4:33pm
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A slight feature that is also not on the list:

Collision cylinders... Why not have an option to have collision cubes, pyramids or spheres? Doesnt really need to be per poly like UT2k4. With/without configurable number of faces. And/or even better, like UT2 volumes or Q3 clip brushes, collision brushes that are not calculated as part of the BSP tree. I'm pretty sure everyone hates how invisible semi solids are prone to BSP cuts/BSP errors.
  
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JÔškrÔ▀▀it
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Re: Favorite feature
Reply #23 - Apr 4th, 2008 at 6:52pm
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Quote:
A slight feature that is also not on the list:

Collision cylinders... Why not have an option to have collision cubes, pyramids or spheres? Doesnt really need to be per poly like UT2k4. With/without configurable number of faces. And/or even better, like UT2 volumes or Q3 clip brushes, collision brushes that are not calculated as part of the BSP tree. I'm pretty sure everyone hates how invisible semi solids are prone to BSP cuts/BSP errors.


Good point A.  I remember playing unreal coop online in zora's server and was wondering why I was shooting a "carcass" of a monster instead of the one behind it.  Collision cylinders would help to reduce these "aim" errors.
  

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[]KAOS[]Casey
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Re: Favorite feature
Reply #24 - Apr 6th, 2008 at 5:26am
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Buster wrote on Apr 4th, 2008 at 1:31pm:
As for my humble request, MORE keyframes please.  Smiley

I don't mind using keyframes vs. movernodes, but I'd like to have more of them. And each frame having its own timing would be a real bonus.



more keyframes & timings you say.. hmm that is possible but without changing the Editor itself it may be hard, i do know how to re-import a mover to change it's class..
  
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[]KAOS[]Casey
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Re: Favorite feature
Reply #25 - Apr 6th, 2008 at 5:37am
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yes it looks like it's possible, but you need to bust out notepad..

will investigate further, might be possible without.
  
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[]KAOS[]Casey
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Re: Favorite feature
Reply #26 - Apr 6th, 2008 at 5:56am
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uhh looks like a no, i exported this mover, changed its class and re-imported but not even my MoverMag{changes key frames..} effects it. It's totally messed up.
  
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Age
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Re: Favorite feature
Reply #27 - Apr 6th, 2008 at 7:29am
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Not listed: Summonable pathnodes.
  
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Re: Favorite feature
Reply #28 - Apr 6th, 2008 at 9:52am
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Buster wrote on Apr 4th, 2008 at 1:31pm:
As for my humble request, MORE keyframes please.  Smiley

I don't mind using keyframes vs. movernodes, but I'd like to have more of them. And each frame having its own timing would be a real bonus.

Zora has this mover called Destination mover, which can be downloaded from her Classes package in her site. But you might want to ask from her first before you use them.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Re: Favorite feature
Reply #29 - Apr 7th, 2008 at 1:05pm
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Age wrote on Apr 3rd, 2008 at 11:58am:
My Vote:
Bullet time zones.


What bullets? Minigun, Rifle and Automag shoot with tracehit() Smiley

(side note: Unreal Upgrade works with real bullets, so not all is lost Tongue)



Age wrote on Apr 6th, 2008 at 7:29am:
Not listed: Summonable pathnodes.


I think integrating the "rebuild" feature of the editor right into the game be a tad problematic :-S
  

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