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Category: Level Design, Workshop, SDK
Reproducibility: Always
Summary: Custom MIC that inherit from the game's default Landscape MIC (BlackForest/ZedsLanding) no longer render the material on Landscapes
Description:
This was previously supported since, well forever. With the current update...
Hard no with wacky or exotic.
I'm one of those people that prefer lore friendly maps and we have been completely devoid of all of them. And Biolapse aims to be as lore friendly as you can be (within the realm of Holdouts).
Of the 28 maps we have only 5 would be considered lab maps (Bio...
For those wondering if its possible to do custom map previews, yes it is. Below is a tutorial on how to do it:
https://wiki.killingfloor2.com/index.php?title=Getting_Started_with_Mapping_(Killing_Floor_2)#Publishing_to_the_Workshop
Sanitarium is pretty far from the origin and I would not be surprised if its causing the issue here. Moving the playable area to the origin would fix the physics sliding/clipping
If this is what I think it is, I know the cause of this - and since you mention it on Holdout maps I believe it is.
This is due to rounding errors UE3 makes on large numbers, it happened a lot to me in early stages of development of Biolapse since the layout of Holdout maps spread the arenas...
If this is a TWI mesh, then the Lightmap for it is broken and you will just need to turn off precomputed shadows for it unless you want to fix it yourself in an external program. If its a mesh you made you need to create a Lightmap UV channel for it under UV1 (UV0 diffuse, UV1 lightmap, UV2...
Its hard to give a reason why lights are taking so long without actually seeing the map or screenshots. You can PM me the map and I can look at it for you if you want.
To my knowledge building a specific area doesn't work and its just to rebuild all lighting from scratch.
Naturally lighting...
Im not sure what the issue is here, if its collision with merged meshes, you usually have to redo them after merging. Seanchaoz made a good video detailing the basic steps here https://www.youtube.com/watch?v=bO32vB1yLC0 (if you havent seen it already). The brush creation and intersection method...
I have a couple of questions:
Whats the implication for this on the current World Infos - We currently set supported game types in there - does this impact it at all; ie does this aim to replace it? And if so what purpose will those supported game types in World Info serve (if any)?
Theres a...
Category: Code/Modding/Inis
Reproducibility: Seems to be random for users - those affected can be fixed by doing the following below
Summary: The Default values for MaxObjectsNotConsideredByGC within KFEngine.ini cause the game to Bugsplat when playing Custom game modes due to enormous...
From the previous thread and updated with current state. Its upsetting to see how little was done in over a year&half...
Denied | Investigating | Planned | Implemented
Documentation and Communication
Centralized and Updated SDK Documentation - No one has provided much use here - Better dev...
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