Does anyone know if there is a list online or somewhere that lists all the maps and packages that are essential to the running of the game and editor and core structure?
I'm trying to make a separate dev build of UT that dosn't contain anything extra, just the skins for the vehicles and models, a small set of textures for entry and a base room, the gui and nothing else. I think I could get it down to 1.5 G or less.
also, can a set of images for an animated texture be combined into one image container in the texture browser. So I see one animated texture image not all 20 images in the sequence?
That blue gui box around triggered messages, is that a drawn shape from coordinates, or is it a bitmap? Can I change it? Can it have pictures in it? can it be "skinned"? In any of the triggered messages can you put line breaks somehow?
if you edit the message script? Like, paragraphs?
Is there a way to make the weapon hud go away? Completely? I actually don't want anything except maybe the map in the main gui. I know I can toggle it, but I was wondering if I can make it start off. All off.
If you know of a previous thread, point the way please!
Some of you might like this article on SP game design:
it's a good starter overview you could give to someone who is interested in game design.
BTW I checked Warpath and indeed I was able to import and apply normal maps.
Would it be possible to put the warpath engine and editor onto UT2k4?
Like, kludge all the files together?
Pariah is also built on this engine and has a dialogue tree system
how hard is it to pull the dialogue system out of one Unreal engine and put it in another if they are almost identical just different by a small bit like the normal maps? Could all 3 games be kludged together? The extra bits and the engine int UT2k4 with the UTpawns? Idon't know, it just looks so much the same when you browse the tree.
Devastation also used the same engine, and I want the RAT. It doesn't have to be a rat. I would be fine with an RC car or a probe.
Anyone know what I'm talking about? Like in Project Eden, where you have the rover and the flyer.
I know its illegal probably, but these 3 games tanked bad, so why not just rip them apart and put some of their good bits into UT2K4? Just a snippet here and there...wish I was really a codehead(not) then I'd even consider it.
Am I the only person who can make Matinee crash 8 times in an hour? Hopefully the megapack application will fix that.
Actually, it did fix that. Really well. I could almost say "most excellent"
I have the bonus pack applied though,
and I would ask, pretty please, can someone tell me how to get the cicada in there from the bonuspack?
Is there a package I can load into the editor that works with the SPFramework?
oh. 8P onslaughtbp.u
Can someone tell me how to make onslaughtbp.u an the VDM_AI class from the vehicle dm cubemap.ut2 file load when I start the editor?
Can I make it load my specific texture and mesh pkgs too? Please?
Yes I know it's kind of a noob question.
even more excellent.
I love the Cicada as a vehicle base to model on.
I like the way it flies better and it has more sockets for secondary animations.
I've never really dug the raptor. I am going to alter the raptor one day to something cool.
So much happier.
Must find binoculars now.
Sniper rifle good, binoculars better...
Could someone please tell me what the Blinders are?
Are they, like, chips or something? Is there a Blinder faq?
I'm also wondering if someone knows how to make a separate video config for the UT launched from the editor, so I can hit the play in game button in the editor and get a windowed spgame, but when I use my main UTshortcut it would be standard fullscreen.
If I could have a full different .ini that would be better. Can I put an .ini file or edit one in the spframework folder that adjusts the video settings only for when it is run from the SPMenu?
I'm very pleased with the stability and toolset of the mod. I'm liking it a lot. It has enough to work with.
I guess everyone here went on to UT3 or Halo Reach or something.