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Ungoy's SMG-192/Sniper or Bullpup?

 
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Sniper or Bullpup?
Yes - Sniper?
40%
 40%  [ 2 ]
Yes - Bullpup?
40%
 40%  [ 2 ]
No - Neither!
20%
 20%  [ 1 ]
Total Votes : 5

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[HSP]@uToPL@y
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PostPosted: Tue Jul 29, 2008 5:16 pm    Post subject: Ungoy's SMG-192/Sniper or Bullpup? Reply with quote

Just something Grunt can mess around with in the editor, and hopefully use on a server sometime soon.



Or just use as a placeable prototype weapon in a weapons lab? on one of the new maps being made?

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PostPosted: Wed Jul 30, 2008 3:53 am    Post subject: Reply with quote

Haha that's pretty sweet, you pretty much got every single detail in except the second barrell for the incindiary...but who cares about that! Only thing is...I can't do angled stuff in the editor. Only squareish stuff for now.
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PostPosted: Wed Jul 30, 2008 6:54 am    Post subject: Reply with quote

You will learn...
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PostPosted: Wed Jul 30, 2008 11:38 am    Post subject: Reply with quote

ummm!!!! Chris. Teach me the ways of making custom meshes. PLZ!!!!!!
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Chris
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PostPosted: Wed Jul 30, 2008 11:49 am    Post subject: Reply with quote

Using what, UED or Max or Maya? If UED it's simple. Otherwise...

My time is limited, I can only say so much, I got one and a half weeks to sort out this work. I am not under that much pressure, so I can tell you.

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PostPosted: Wed Jul 30, 2008 11:51 am    Post subject: Reply with quote

ued
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PostPosted: Wed Jul 30, 2008 2:36 pm    Post subject: Reply with quote

I know, it's not entirely awesomeness...





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PostPosted: Wed Jul 30, 2008 5:09 pm    Post subject: Reply with quote

Ok, here it is, I closed FF by accident, then opened and the entire body of text remained, but then I closed the tab and lost it. So here I am again, a few hours later to put it back.

Static Meshes for Dummies

1) Make the static mesh you want in BSP
2) If your object has subtractions then make a brush and make sure it entirely covers the 'to be static mesh'
3) Press the button below the Add button, most likely Dis-intersect
A) Note, after pressing Dis-intersect the red builder brush has kept its original shape as well as the mesh in the middle, make another box and try the other option, intersect below subtract. NOTE DO NOT UNDO PAST PRESSING THE BUTTONS, YOU WILL CRASH THE UED!
4) Once the shape has filled the BSP, you must then move it to an empty area of space and add. The new shape has retained it's textures.
5) If you are advanced enough, you may set a pivot and then move on.
6) Select the shape and right click, Convert -> Static mesh. Name the package MyLevel, you should know why, the I name the group Static so when I go to add more meshes, I don't make 5 Static mesh groups. Then give it a name.
7) Save the level and open the static mesh browser, click the drop down box and select MyLevel, your mesh will be there. Try not to open other maps up before you open MyLevel, or you'll be set with a task of finding your mesh. Now place as a regular mesh. Congratulations.

Make sure you check for BSP holes before you convert, also look for any unused texture spaces.

There are other bit's I would like to say, but I can't be bothered if you're a dummy because you don't need to know the advanced stuffs. DO NOT OVER WRITE THE MESH! ALL EXISTING MESHES WILL BE REPLACED! Note, I used that to my advantage when making and tweaking the awesome doors of the facility Cold :D Saves re key framing and positioning, consider it mass production, hehe.



Did this help you? If so, share your thoughts.

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PostPosted: Wed Jul 30, 2008 9:06 pm    Post subject: Reply with quote

I've used the intersect functions before, they are too unpredictable for me, and make weird polys where you don't really need them - and often crashes UED.

So, I just stick to adding BSP with extrude and bevel to do most of it - and then use vertex editing to place or reshape it.
All while rebuilding between each step, then just select all adds and convert to mesh.

While selecting all adds will average the origin over all parts, but may not be in the place you want - hence placing it in a desired location.

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PostPosted: Thu Jul 31, 2008 3:52 am    Post subject: Reply with quote

Turns out it was something with the view port, making it go all green and red...but by then the map was already lost, so I restarted but only texturing. No one said anything about the junky texturing? O.o....
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PostPosted: Thu Jul 31, 2008 5:09 am    Post subject: Reply with quote

[HSP]@uToPL@y wrote:
I've used the intersect functions before, they are too unpredictable for me, and make weird polys where you don't really need them - and often crashes UED.


What the hell do you do then! I like it becasue it makes one complete shape where the pivot will be easier to place. Also nice Hexadecimal coloring there Devro, how imaginative... hehe :D

Gruntstone, In my last post I explained that what you had done was activated the Color Depth within the perspective view port, the colors I see when using it are green and red. Trouble is, that post was lost.

Extrude and bevel are award because you have to save the map before, if you go wrong then you cant see until you rebuild, which is beyond undoing, it'll crash you.

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PostPosted: Thu Jul 31, 2008 11:31 am    Post subject: Reply with quote

[HSP]Chris wrote:
Extrude and bevel are award because you have to save the map before, if you go wrong then you cant see until you rebuild, which is beyond undoing, it'll crash you.
This stuff should really go in the UED thread but, since you can see the basic shape of what was extruded or beveled in the front and side views - you can undo before rebuilding without a crash. but theres no need because you can always use the vertex edit to move the vertexes.

BTW, it seems rebuilding empties the undo cache anyway.

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