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Item Revamp... *2 Optimized Artifact Models*  XML
Forum Index -> UnrealScript, Coding, Mapping, and 3rd party Mods Go to Page: Previous  1, 2, 3
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Continuum

Wicked Sick!
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Joined: 03/09/2005 05:20:36
Messages: 479
Location: Indianapolis, Indiana
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ucc make should work but using uedit or wotgreal makes it a bit easier.

For the mesh you got the right package but look for udamage instead of triple

Might need to hit the show all button too not sure, whenever I don't hit it hardly anything shows up in any package.




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Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
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Found the triple. the package is already opened when you start the editor, but you have to Open it manually to get all of the meshes.

And ucc make just compiles the packages but the changes don't take place in game.

And would you know where to find dru's artifacts like the electromagnet and mwm?

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Continuum

Wicked Sick!
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Joined: 03/09/2005 05:20:36
Messages: 479
Location: Indianapolis, Indiana
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Electromagnet = DruidsRPG200.DruidArtifactSpider

mwm = DruidsRPG200.DruidArtifactMakeMagicWeapon

I havnt messed around much outside of wotGreal so I'm guessing the edit packages section of your ut2004.ini need to include your package(s) for the game to have any changes take place. Which unless you extended the classes just to add the texture/smesh to the default properties would mean recompiling ut2004rpg & || druidsrpg with the altered properties... which for an icon that druid may or may not decide on including could be a lot of work even if it is an improvement from the standard textures or what have you.

me personally I think the artifact inventory needs a bit of updating to deal with all the cool new features that have been added... I don't want to be activating boots of flight after launcing a deemer thinking I have the triple or lightning rod selected... even if selecting an individual artifact inventory is intentionally not going to be an option the selected item shouldnt be reset/change after firing a deemer or teleporting.









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Dominating
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Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
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well, I added the package and changed a few lines to get it to export successfully, but the changes still aren't made in-game. I don't see anything for artifact icons, and the same would happen if my icons didn't work, but the new mesh for the globe that I put in is still the old one.

I made a zip file of all of my changes, if anyone wants to see the icons I made, they can open the package in the editor or try to get it to work in-game since it wouldn't for me. In the texture browser you can click the ! to see it in real-time or just apply it to a bsp wall or something.

http://home.comcast.net/~zeldaguru/UTRPGIconsMeshesReplacement_TiduTest.zip


edit:
I just made a bnew magic weapon maker texture, but it might need a little more tweaking. It's not in the current package. I'll upload pictures later if people don't want to download the zip file.




===============
this is tidu
Thanks to KohanX for the avatar
[Email] aim icon [MSN]
 
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