Shivaxi wrote:Rarsonic wrote:BuddhaMaster wrote:Is Unreal 227 UED2?
Yes.
No...it's UED 2.1 now with the release of 227g xD
It's still an (improved) UnrealEd 2 so don't be so picky!
Post Posted: 16 Apr 2011, 17:26
Shivaxi wrote:Rarsonic wrote:BuddhaMaster wrote:Is Unreal 227 UED2?
Yes.
No...it's UED 2.1 now with the release of 227g xD
Post Posted: 16 Apr 2011, 17:30
Post Posted: 16 Apr 2011, 17:35
Post Posted: 16 Apr 2011, 21:36
Post Posted: 17 Apr 2011, 10:40
diamond wrote:LOL_PEANUTS wrote:I would say that you really have to do the terrain by hand, unfortunately.
well, it is possible. i've described it here: http://www.unrealsp.org/forums/viewtopic.php?t=605.
Unfortunately, the page on that hosting got lost, so i should find the files on my computer...
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.
Post Posted: 17 Apr 2011, 16:13
Post Posted: 18 Apr 2011, 10:08
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.
Post Posted: 18 Apr 2011, 17:12
Post Posted: 18 Apr 2011, 17:50
BuddhaMaster wrote:Is the 350 Brush limit true?
BuddhaMaster wrote:Are there more Engine limitations good to know?
Post Posted: 19 Apr 2011, 17:58
Rarsonic wrote:BuddhaMaster wrote:Is the 350 Brush limit true?
No. Many maps go far beyond that.BuddhaMaster wrote:Are there more Engine limitations good to know?
65535 nodes/BSP cuts. 63 zones.
Post Posted: 19 Apr 2011, 20:59
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Post Posted: 20 Apr 2011, 12:55
Post Posted: 22 Apr 2011, 02:49
Post Posted: 22 Apr 2011, 03:47
I wonder what's more effective: Terrain-Tool (Terrain Brush) or tessellated cubes-
I never did the second one. Whats that exactly? arranging various sized 'bTessellated' on, cubes and moving each vertical vertex manually? But what's the downsize...
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