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Re: The Really Series
Posted: Thu Apr 15, 2021 6:44 am
by evilgrins
Nelsona wrote: ↑Wed Apr 14, 2021 4:27 pm
evilgrins wrote: ↑Wed Apr 14, 2021 4:09 pm
Hey now, don't spoil my fun.... I was toying with asking him to put bot-pathing on that one!
It's already having full Bot Support in case that you did not figured yet...
Ah... but what about for SLV?
Re: The Really Series
Posted: Thu Apr 15, 2021 1:54 pm
by Nelsona
Including SLV.
Re: The Really Series
Posted: Thu Apr 15, 2021 4:01 pm
by Nelsona
Let's say that for friends which want smaller maps you can drop them something like this:
Then if you want a completely brain storm fired in stage, ask them how to do these paths, only 112 specs. Let me see how many folks are aware about the "How To".
Re: The Really Series
Posted: Sat Apr 17, 2021 12:06 am
by evilgrins
May not be that small, but it's a pain!
Re: The Really Series
Posted: Sat Apr 17, 2021 6:41 am
by Nelsona
Obviously it's your issue - based on your own texturing spree stage - I can even see SPACE in your image.... I think I played this crap over 50 times including with D3D render
.
Re: The Really Series
Posted: Sat Apr 17, 2021 7:47 am
by Nelsona
But (it's not about butts, okay, okay, some ass type fixes)... If we do have some... effects like this - with or without coroner mutator taking care about certain things and working nice in 436 440 whatever
- InMesh_446_440.png (1.36 MiB) Viewed 4054 times
Let's see what UT 469b does to my work...
- InMesh_469.png (1.55 MiB) Viewed 4054 times
Traces are changed over-thinking subject more that it was even needed. Resulting this - no more shinning/burning
I'll update my UT next century when these things are going to be LEFT ALONE.