What do you think an armour shard should like?

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MachDelta

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Apr 29, 2001
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summon class.object ? (so like summon armourshard.armourshard)

BTW, it looks different den' what I expected... but I spoze she'll work. ;)

MD
 

DL141

Blue Dragon
Aug 6, 2001
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hmmmmmm......

:( ...blah that look well how should I say....whats the word....."different"....wait no "special".....no crappy.....thats it....it should just be like the old health vial but very shiny armor looking and some dark blue swirly stuff like i said before....because lets say it is way too different....i ask some others who play ut about it and well lets say it was disliked....

I also like the mary kate and ashley idea lol....

Talk to ya later,

-DL141
 

DL141

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Aug 6, 2001
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Redo model first than....

...i think there is somewhere.....a person explains how to import it...so it doesn't screw up...going to have to find that....

:( :eek: :p :mad: :rolleyes: ;) :D :cool: :) (<----these guys are neat....)
and this is what happens to me when i play ut.... :redeemer:

Talk to ya later....

-DL141
 

Caravaggio2

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Jul 26, 2001
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Can Ued support true enviroment mapping though? I thought that you had to just use the texture, since it does'nt do bumps either.
 

DeeperShade

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Dec 8, 2000
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Originally posted by Ciced
I'd rather get it working first.

Deepershade are you around?

Yup, im around :)

Make sure the model fits inside a 256x256x256 box (put it well within) and that it's pivot point is centered and the object is centered on 0,0,0. Then remove any textures from the material editor. Say if youve got a bitmap applied to it, then remove the bitmap, leaving the original texture, Renamed the texture to SKIN and then export selected (i.e select only your object and then do an export selected) to .3ds file format. Then just use 3ds2unr and it'll put your code together.. from that point on its up to you to decide how to code your object.

Hope that helps :)