View Full Version : Jesus! What a change
I just started mapping for Unreal Tournament 2003 and wow, its hard to find a damn brush in these maps. images/icons/grin.gif
I have to wonder what holds together some of these maps, anyways, this will take some getting used to. Fun.
How is everybody else liking it?
Gideon
02-17-2003, 03:38 AM
I love it! It's not perfect by a longshot, but it's an awesome tool. I wish they would fix the bugs in it though it very rarely crashes on me.
I think if you hit w it'll hide the static meshes for you Tip. That helps a lot.
the current unreal engine is the best, most flexible engine out at the moment.
i wasnt saying you said that.
images/icons/tongue.gif
I wasn't saying it's bad, I'm just saying its a new challenge. images/icons/grin.gif
I seem to be unable to select regular brushes other than collision brushes in the 3d view, annoying. Anyways, back to working in the editor.
was NOT!!
/me whines. images/icons/tongue.gif
btw, do you have the latest official patch for it? v2199?
it fixes a lot of stupid unrealed bugs. yay for patches.
Bruce Hamilton
02-18-2003, 09:14 AM
Originally posted by Bean:
/me whines. <font size="2" face="Verdana, Arial">Want some cheese with that whine? images/icons/tongue.gif
Yes, I have the latest patch. Sadly I'm stuck on WinME for the moment though, so it likes to run nice and shitty.
mmm cheese
yeah, editing on win9x really is frustrating. unrealed 3 gave me a reason to update my os. images/icons/tongue.gif
widowmaker
02-19-2003, 12:06 AM
It seems that the latest patch FUBARs the grid color in the 2D editor. Now no matter what the brightness level you can only ever see the 128 point grid.
And those damn black text things at the bottom now SNAFU's screen shots. Why the heck did they put those in there.
One step forwards two steps back.
Theseus314
02-20-2003, 12:07 AM
I dislike playing around with 100,000+ polys at once. I'm so used to making everything as low poly optimised as I can. I especially dislike having to always hack around with the lighting on maps to make static meshes light correctly.
I much prefer making things quite low poly and allowing things like real-time lighting or extensive particle effects eat up my CPU, ala DNF, DooM3, DeusEx2.
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