1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. GoSsS

Posts by GoSsS

  • Difference between texture size in the engine and in game.

    • GoSsS
    • April 10, 2008 at 12:41 AM

    Oh great !

    Thanks a lot. This stuff is totally weird. But now, I know how to have my textures the size i want in the game.

  • Difference between texture size in the engine and in game.

    • GoSsS
    • April 9, 2008 at 9:57 AM

    Hi all !

    Here is my problem.

    I've created a 3d model with a color and a normal map of 2048*2048 each then I've created my material in the engine with this 2 maps and apply it to my model.

    But, in the editor or in game, textures are reduced from their original size. As you can see on the screenshot under, their is a huge difference between the result in the xnormal 3d previewer (above) and the result in the UT3 Editor (under).

    [Blocked Image: http://img384.imageshack.us/img384/1594/wtfzp5.jpg]

    Do you have any idea to fix that problem ?

  • [UT3] - Exclude a static mesh of a skylight light.

    • GoSsS
    • January 2, 2008 at 12:54 PM

    Hi all !

    I've a problem in my UT3 map.

    My map is composed of an exterior and a mine (coal mine or whatever you want ). For the exterior's lightning i use a skylight and a basic light.

    My problem come from the skylight because this type of light is lightning ALL my map (so, all my static meshes too). I want that the mine (which is composed of some static meshes) isn't lighted by the skylight.

    So, my question is :"Is there a way to make a static mesh not lighted by a skylight ?"

    Thanks in advance.

  • WIP in WIP, post your level screenshots!

    • GoSsS
    • December 2, 2007 at 10:58 PM

    Hi all !

    I think I've finished this "map" and I'll now work on the UT3 's version of the editor (this one is made on the Roboblitz version).

    This "map" was just an exercise to understand this editor ...

    [Blocked Image: http://img47.imageshack.us/img47/6938/screenawn6.jpg]

    [Blocked Image: http://img232.imageshack.us/img232/3531/screenbor9.jpg]

    [Blocked Image: http://img509.imageshack.us/img509/9362/screencmx7.jpg]

    [Blocked Image: http://img509.imageshack.us/img509/7834/screendjb2.jpg]

    [Blocked Image: http://img90.imageshack.us/img90/8307/screenewz8.jpg]

    Et voila !

    Water is done with the really helpful Hourence's tutorial (http://www.hourences.com/book/tutorialsindex.htm). I've used it but deleted one group and simplify an other (this way i understand it better).

  • The Spire (Gears of War MP)

    • GoSsS
    • November 18, 2007 at 9:04 PM

    Excellent work !

    First one is the best, it works better for an unfriendly level.

    Just a question ... is there many bsp in this last room ?

    'cause i don't really know what is modeled in the editor (probably only walls ceilings and floors) and what is done in a 3d program and imported into the map ...

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™