Default texture?
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Default texture?
Hi everyone how can i change the default texture for a cube in the unreal ed?
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}TCP{Cloud
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Import an texture file, or open the texture browser, and select a (default) texture database file, like for example: AbaddonTerrain.utx
Then select the ground(s)/wall(s) wich u want a different texture, then click the texture in the texture browser.
Thats how i remember it, the last i opened the UED on Unreal 1.
But it goes the same way in UT2004 UED i believe.
Then select the ground(s)/wall(s) wich u want a different texture, then click the texture in the texture browser.
Thats how i remember it, the last i opened the UED on Unreal 1.
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Delete this account pls
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Hi Lizard, good to see ya got something out.
I Just downloaded it and will take a look.
OK Lizard. I recognise the map,
and as it is, is a good start. There are a few things that you need to know about a DM map.
It should not lead into a dead end, unless you want to get caught in there and die quickly. Hereyou have 3 rooms. One big and 2 small. In the big room, you could move around and hide behind the planes, but in the smaller rooms, you can not get out. If you would like to expand on this map, make a room off of the sides of the 2 small rooms, and make a hallway on the other side of the big room. This keeps people moveing from one side to the other. Maybe even a couple of rooms on the other side of the big one.
You need a bunch of guns and life and goodies to keep the people active and motivated to get to certain spot. Look at Deck16/17 for example. If there was no weapon in small room in the wall by the long hallway, noone would go in there. It is risky to go in if someone sees you, but if there is a gun in there that you need, then you will chance it.
Do keep makeing maps, and never get mad if it does not come out right. I have finished about 35 to 50 maps, that noone will ever see.
Happy mapping.
OK Lizard. I recognise the map,
It should not lead into a dead end, unless you want to get caught in there and die quickly. Hereyou have 3 rooms. One big and 2 small. In the big room, you could move around and hide behind the planes, but in the smaller rooms, you can not get out. If you would like to expand on this map, make a room off of the sides of the 2 small rooms, and make a hallway on the other side of the big room. This keeps people moveing from one side to the other. Maybe even a couple of rooms on the other side of the big one.
You need a bunch of guns and life and goodies to keep the people active and motivated to get to certain spot. Look at Deck16/17 for example. If there was no weapon in small room in the wall by the long hallway, noone would go in there. It is risky to go in if someone sees you, but if there is a gun in there that you need, then you will chance it.
Do keep makeing maps, and never get mad if it does not come out right. I have finished about 35 to 50 maps, that noone will ever see.
Happy mapping.
I'm the mapper, he's the DJ
Fresh Prince: Will Smith
Fresh Prince: Will Smith
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Well I have tested it out with bot. I see that you have used Architectonics tutorial, because I used the same to start my DM-MBB-TestLab (bu then I was doing it on my own). Well map is a bit too small and too empty. this hall with Human Spacefighters is way too empty. Add some pipes on the wall or ceiling and put some pillars (remove few fighters to make space for them) put some light static meshes etc. you can also make some place under the floor and put crate to see what is in this underplace. That's all will break flatness and boredom. Try to use this things and you can build really interesting map. You'll see.