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Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
So what exactly is causing the blood to come out HUGE on my static mesh? I'm being a little lazy and made an entire building 1 solid mesh, is it happening because all of my uv's are small and bunched up? Is chopping it up into chunks so that i can have more room to make the uv's bigger the only...
Ok so i need a bit of a hand here. So i have a model in udk with 20 elements under lodinfo well i didn't back it up like a dummy and now when i export to fbx and back into maya it only comes through with about 6 maters in the hypershade. So when i bring it back into udk after my adjustments the...
Ok this map is more of an experiment in converting kf1 maps and learning the new udk more than an attempt at a current gen looking map. With that said i went ahead and used the tool that was posted by Broski270 and started to throw my time at it. This was a map i enjoyed playing in an old game...
So i've got my map more or less working how i want it to in editor but it just won't show up on the map select, i have to open it using the console. What exactly does it need before it'll show up?
So i was playing moon base the other day and was gazing longingly out the window at the cool moon surface when i decided hey let me delete the base and build on the moon for the fun of it. Thus this map was born. It's got a bunch of bugs that i need to find and it's definately not a very...
Is this something unrealed can do? I'm working on a map that is more or less as big and opened and the farm but adding these things little by little is murder lol.
Would it be possible to make doors not block actors while open? I've been frustrated by clots getting stuck behind doors for a whole wave and would love for something like this to be possible in unrealed.
http://www.moddb.com/downloads/kf-highkeep-v1
C'mon who remember this place? I know i spent a good 2 months in this damn place for sure.
http://www.moddb.com/downloads/kf-highkeep-v1
For any Land of the Dead fans, here is another port of a fun level. =) http://www.moddb.com/games/killing-floor/addons/kf-lotd-theater
http://www.moddb.com/games/killing-floor/addons/kf-lotd-theater is download link.
Is it possible to get unrealed to make things such as vertices on brushes to not snap when you move them around? It makes it a pain in the arse when you're trying to line up 2 brushes and the vertices just don't won't meet up because they always jump over each other. And my other question is, is...
This is a map i've been working on for a bit and it's my first map ever for any fps. (not including ports oviously =p) http://www.moddb.com/downloads/kf-stadium is the link to my current version which i've added tons more stuff to.
I'll post more soon.
in maya my model looks fine and the smoothing is all on there but when i import it to unrealed it comes out all blocky... plz help =D
those jagged edges are killing me!
Is there any way to keep a dead body from falling through my static mesh? I was experimenting with a house i modeled and imported to the game which works great cept when you die or kill something on it. When that happens the corpse falls right through the floor it's odd.
Ok, i think i've ripped off most of my hair with this and i'm tired of cussing at the top of my lungs... i need a little help with this as i've gotten no where. I've been making a map now and importing my own models and so far it's been fine. All of a sudden unrealed decided it wanted to hate...
Is it possible to export the mesh made with a terrain info? I can't seem to figure out how and i'm in the middle of porting over a map from one game to another. Can i convert it to a brush perhaps? I have very limited experience with this type of thing in unrealed as i am still learning most of...
This is the downtown map from Land of the Dead Road to Fiddlers Green.
ok, i think i fixed it all. =)
Download link http://www.moddb.com/downloads/kf-lotd-downtown
Is it possible, after my whole map is done, to scale the whole thing down without having to readjust all of me static meshes? i noticed it was a little too big and it's too late to go back lol.
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