Search found 1622 matches

by Nelsona
Sun Jan 02, 2022 3:49 pm
Forum: Mapping & Textures
Topic: Map's Textures - stories
Replies: 5
Views: 2245

Re: Map's Textures - stories

PSP does PCX images too (PCX version 5), these PCX files can be generated from any other format known by application or else is needed to get closer with an intermediate application. I believe these people were having issues exactly at this 256 colors conversion, saying that Texture "looks ugly...
by Nelsona
Sun Jan 02, 2022 3:31 pm
Forum: Mapping & Textures
Topic: Map's Textures - stories
Replies: 5
Views: 2245

Re: Map's Textures - stories

Eh... this is only a ScreenShot and any similar image can be used elsewhere without being a BMP in X millions of colors aiming a random map. PNG is an example suitable for forum attachments, Editor will import such a texture if is PCX (not a JPG) and having resolution Power of Two not this screen re...
by Nelsona
Sat Jan 01, 2022 6:07 pm
Forum: Mapping & Textures
Topic: Map's Textures - stories
Replies: 5
Views: 2245

Map's Textures - stories

I figured that last time people are trying harder to make maps with "nice" textures - failing them, with other words using more colors even if for me this way is probably less efficient consuming memory for less visible quality. Let me see, images having 256 colors are having a poor qualit...
by Nelsona
Wed Dec 22, 2021 7:47 pm
Forum: Coding Support & Tutorials
Topic: Builders helpers for UT Editor
Replies: 84
Views: 51820

Re: Builders helpers for UT Editor

In January MapGarbage will have a bit of polishing regarding to Nodes without incoming paths. Several dudes were informed about missing paths to InventorySpots. After some time they replied that "I don't have those". They are not really understanding why those things were vanished because ...
by Nelsona
Sun Dec 12, 2021 10:12 am
Forum: Coding Support & Tutorials
Topic: Builders helpers for UT Editor
Replies: 84
Views: 51820

Re: Builders helpers for UT Editor

First post has been updated with latest updates for this year: - MapGarbage December 2021 - XC_PathsWorker December 2021 See ya next year... Because... some people really don't understand combos and where a JumpSpot needs to be placed. Here is how plain default DevPath is causing a bugger ReachSpec....
by Nelsona
Tue Dec 07, 2021 7:54 pm
Forum: Coding Support & Tutorials
Topic: Builders helpers for UT Editor
Replies: 84
Views: 51820

Re: Builders helpers for UT Editor

Bump: Other December plans for XC_PathsWorker - LiftCombos I think they will have all Maximum Specs Size because are "Special" and even if a lift is small, brainless big ones won't use them due to flags declaration, either way they can support editing after all; - Small code changes - won'...
by Nelsona
Sat Dec 04, 2021 7:27 am
Forum: Unreal Tournament MonsterHunt Servers
Topic: {HoF} Monster Gaming Server
Replies: 26
Views: 19540

Re: {HoF} Monster Gaming Server

Update: Added Map DM-BCE_NitroX by the same author XYZ 8000 - another original bug-free map.
BCE_NitroX_XYZ8000.png
BCE_NitroX_XYZ8000.png (1.35 MiB) Viewed 4364 times
by Nelsona
Wed Dec 01, 2021 12:19 pm
Forum: Coding Support & Tutorials
Topic: Map's Navigation Network - XC_PathsWorker & MapGarbage support
Replies: 3
Views: 3483

Re: Map's Navigation Network - XC_PathsWorker & MapGarbage support

Chapter 3 - maps corrupted more or less accidentally. Here navigation chain can be screwed up, remaining ReachSpecs are pointing nowhere causing a critical game crash. When map has a special paths-build, we might not want to waste time re-doing entire work again. Bot Support can be somehow fixed her...
by Nelsona
Wed Dec 01, 2021 11:27 am
Forum: Coding Support & Tutorials
Topic: Map's Navigation Network - XC_PathsWorker & MapGarbage support
Replies: 3
Views: 3483

Re: Map's Navigation Network - XC_PathsWorker & MapGarbage support

Solution number 2. This connection can be solved without a new ReachSpec defined as 1799. We can pick the useless bugger ReachSpec going from LiftExit to LiftCenter for giving it a navigation purpose. This is another stage in which XC_PathsWorker has the power to move paths/reachSpecs elsewhere - bA...
by Nelsona
Wed Dec 01, 2021 10:56 am
Forum: Coding Support & Tutorials
Topic: Map's Navigation Network - XC_PathsWorker & MapGarbage support
Replies: 3
Views: 3483

Re: Map's Navigation Network - XC_PathsWorker & MapGarbage support

Error Number 2 is the path linking a LiftExit from the bottom to the End Point LiftCenter from Flag's platform and which has nothing in common with artificial intelligence in this case, because a LiftCenter has no special directives for a jump on height or on length using tools from Pawn's Inventory...