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HappyDay's Profile

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Active Posts:
357 (0.11 per day)
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Map / Funstuff Design (68 posts)
01-March 10
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User is online Today, 12:43 AM
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Programmer & Level Designer
Age Unknown
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Posts I've Made

  1. In Topic: ut_crenshaw update for unreal

    20 November 2018 - 09:30 PM

    To answer specifically about the capsule size:

    Our capsule half height in UE4 is 87.4
    Our capsule radius in UE4 is 38.4

    Those two values should match (after conversion from inch to cm) what you find here about urt 4. You can use the urt 4 values as a reference. Our values in urt 5 for jump, fall, grab distances, etc. are very close.
  2. In Topic: UrT Resurgence development screenshots and videos

    25 October 2018 - 08:13 PM

    The last two days I started creating a demo level and writing documentation for the features I recently added to the Urban Terror Mapping plugin.

    Posted Image
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  3. In Topic: Level design bible

    12 October 2018 - 11:40 AM

    View PostInvis, on 12 October 2018 - 04:26 AM, said:

    Im assuming that unit measurement for things like ledgegrab, wont change, and that there wont be any gamemode support for blueprints for a while?

    You are assuming correctly. The measurements haven't changed. Blueprints are too powerful and dangerous to have third party level designers use them. You can assume you won't be able to use any blueprints except basic engine classes and BP classes we'll provide in the Urban Terror Mapping plugin. I'll provide more info about that in due time. The plugin isn't done yet.
  4. In Topic: clatoo topic

    07 October 2018 - 02:57 PM

    Hi and welcome back! Nice to see people return :)

    Check out the list of learning resources for UE4 I just compiled. https://www.urbanter...nreal-engine-4/

    For urt specific level design things, there's not much info available yet. The best place to talk about that is the CMM discord for now. I'm working on a URT mapping plugin for UE4 so people can create maps specifically for urt. It's not ready yet, but there's been lots of progress on that lately.
  5. In Topic: I got 99 problems & UE mapping is 3 of them ?

    07 October 2018 - 02:52 PM

    I've just compiled a list of learning resources for you to check out if you're new to UE4. https://www.urbanter...nreal-engine-4/

    To answer your questions a bit more specifically:

    Static meshes, unlike bsp brushes have no collision by default, same as in GTKRadiant for urt4. You can auto-generate collision in the static mesh editor or do that in your 3D modelling program and include the collision in the fbx file. Check out the documentation.

    Compiling that many shaders can take half an hour to several hours, depending on the number - even on powerful PCs. You'll have to let them compile eventually.


    once the scene is imported none of the textures are on said objects

    Not enough information. Could either be that you're seeing the grey checkerboard texture everywhere because that's the default when the shader is not compiled yet. Or this could be simply because the fbx didn't contain any textures to import in the first place.

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