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  • ...utorial will not explain the in's and out's of modeling and texturing your weapon, only the basics on how to animate it and export it correctly into Unreal T ...a weapon with one texture, I will explain multi-textured first person view weapon models later): ...
    12 KB (2,027 words) - 18:30, 17 December 2005

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  • * [[Legacy:3D Studio Max Weapon Modeling And Import|3D Studio Max Weapon Modeling And Import]] * [[Legacy:Topics On Modeling|Topics on Modeling]] ...
    1 KB (145 words) - 05:14, 12 June 2010
  • A [[Legacy:Modeling Application|Modeling Application]]. * [[Legacy:Modeling Application|Modeling Application]] ...
    1 KB (217 words) - 23:35, 20 December 2005
  • '''3D Studio Max''' is a professional 3D [[Legacy:Modeling Application|modeling application]] created by [http://www.discreet.com discreet]. * [[Legacy:Topics On Modeling|Topics On Modeling]] ...
    2 KB (396 words) - 09:50, 21 July 2009
  • ...n line of a model, it is first created using any of the [[Legacy:Topics On Modeling|listed programs]], then it is usually skinned, meaning a picture is applied ...res intersect. That is an example of a mesh in the real world. A mesh in modeling looks quite similar except that you can actually see the points where the w ...
    4 KB (619 words) - 07:55, 8 July 2007
  • ...modeling to create a new model for the weapon. Then you suddenly stop the weapon entirely, because you have a cool idea for a new map. you start working on ...egin work one a map that teaches you everything from mapping to coding, to modeling, texturing, materials, the works. It's a massive project, but by the end of ...
    2 KB (426 words) - 11:51, 13 January 2007
  • ...utorial will not explain the in's and out's of modeling and texturing your weapon, only the basics on how to animate it and export it correctly into Unreal T ...a weapon with one texture, I will explain multi-textured first person view weapon models later): ...
    12 KB (2,027 words) - 18:30, 17 December 2005
  • Work for the King of the Hill mutator. I'm mapping/modeling and skinning for it. ...ally you select the mutator, configure the ammo levels for each individual weapon and when your ammo drops below that level you get an on-screen warning. ...
    1 KB (233 words) - 01:27, 9 January 2009
  • * [[Legacy:Inventory|Inventory]], [[Legacy:Weapon|Weapon]], [[Legacy:Pickup|Pickup]] * [[Legacy:Topics On Modeling|Topics On Modeling]] ...
    3 KB (456 words) - 07:45, 29 August 2013
  • Object=(Name=TestPak,Class=Class,MetaClass=Engine.Weapon) ...later modification. You can start that way too. If you want to rename the Weapon classes, you have to rename the files but also the file's content. Example: ...
    8 KB (1,399 words) - 13:58, 16 December 2005
  • ...ete modeling program which you can use to create your own character and/or weapon models and animations. Alternatives are [[Legacy:3D Studio Max|3D Studio M ...
    2 KB (420 words) - 01:34, 7 April 2006
  • ...tical database), and the current tactical situation (the AI agents health, weapon, ammo, and location, plus the values of those characteristics for all of it Finally, there?s the weapon-firing problem. Most FPS weapons are high-velocity ranged (or hit-scan) wea ...
    8 KB (1,276 words) - 02:00, 7 April 2006
  • ...the [[Legacy:3D Studio Max Weapon Modeling And Import|3D Studio Max Weapon Modeling And Import]] tutorial ends. ...you need to decide on what your output file will be called. For my grenade weapon first person view I used grenadefp which is what I will continue using here ...
    12 KB (2,066 words) - 15:22, 2 November 2005
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