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- One of the interface modes in UnrealEd's [[Legacy:Toolbox|toolbox]]. This mode lets you rotate Brushes or Actors suc ...you the mapper does to actors in UnrealEd, with [[Legacy:Rotator|rotator]]s, a type of UnrealScript variable that describes a rotation.''5 KB (804 words) - 05:01, 25 May 2009
- ...nd facedrag mode, all explained below. (this is [[Legacy:Tarquin|tarquin]]'s personal crusade... don't use brush scaling!)4 KB (748 words) - 03:37, 25 April 2011
- ...editing]] or further transformations can be applied with impunity, but it's no longer possible to read the previous transformation numbers. ...ed brush scaling. There's still a numeral scaling dialog somewhere, but it's now an immediate transformation of vertex co-ordinates.6 KB (981 words) - 03:58, 11 September 2006
- ** a black area in UnrealEd's 3D viewport which produces a [[Legacy:HOM|HOM]] (hall of mirrors) effect in It's much easier to spot Hall of Mirrors in maps if the screen is covered with a11 KB (1,933 words) - 22:50, 19 May 2006
- ...than adding a small box containing sky [[Legacy:Texture (UT)|Texture (UT)]]s just outside of each individual window. [[Legacy:Sunlight|Sunlight]]s are a special kind of light, casting parallel shadows. They had to be place9 KB (1,558 words) - 11:52, 2 March 2016
- ;BSP: '''B'''inary '''S'''pace '''P'''artition. A technique for determining polygon order and ther ...to perform in real time to draw [[Legacy:Polygon|polygon]]s on the player's screen.6 KB (1,022 words) - 03:49, 6 December 2006
- * The carpeting in UT's DM-Gothic * Trim in UT's DM-Grinder3 KB (524 words) - 13:58, 19 November 2005
- ...tutorial assumes you know many of the [[:Category:Legacy Basic Procedure]]s: [[Legacy:Create A Room|Create a Room]], [[Legacy:Add An Actor|Add an Actor ...p by moving through a network of [[Legacy:NavigationPoint|NavigationPoint]]s, the simplest of which is called a [[Legacy:PathNode|PathNode]]. When a bot9 KB (1,425 words) - 12:59, 16 August 2010
- ...d to develop entertainment products, but since the beginning of the 1990’s BSP-trees have been used in the gaming industry to improve performance and BSP trees are an extension of the painter's algorithm; which works by drawing all the polygons in a scene in back-to-fr8 KB (1,475 words) - 13:24, 14 August 2003
- The PRI subclass used by UT [[Legacy:Bot (UT)|Bot (UT)]]s.538 B (54 words) - 11:27, 20 April 2002
- ...ld/Level Statistics. BSP cuts build up your binary tree which describes it's parts using the nodes for identification. ''Here's even more excellent advice, concerning the statistic: the Node to Polygon R6 KB (1,084 words) - 13:38, 29 December 2005
- ...lt Properties|Default Properties]] and texture [[Legacy:Modifier|modifier]]s. ...lt Properties|Default Properties]] and texture [[Legacy:Modifier|modifier]]s.7 KB (1,095 words) - 11:05, 12 October 2009
- ...outdoors, but can be used outside a window on an indoor level if the level's theme dictates it. ...Would a ship attached to a looping mover work? You could attach the ship(s) to movers and have them go around the skybox (in and out, in and out of th5 KB (936 words) - 21:58, 22 October 2005
- It's also possible to change the class of the brush actor, and get a [[Legacy:CS2 KB (325 words) - 03:43, 25 May 2003
- ; RateWeapon : returns the Weapon's AIRating, a slightly randomized368 B (53 words) - 15:55, 16 November 2005
- In order to fix this despite the coder's lack of time/interest which haunts many mods, I found a work-around. ...is based on the simple fact that bots are hunting [[Legacy:Pickup|Pickup]]s. Sadly, we can't have that in the map. Instead we will have to cheat the bo3 KB (477 words) - 13:02, 6 June 2015
- ...blood effect on a wall?? Well it's quite simple, truth to be told. So let's get started. I assume you know how to make a basic level and all that good #Add it where it's needed (You can make it a [[Legacy:Semisolid|semisolid]] if you'd like, it3 KB (467 words) - 19:16, 25 March 2006
- ;edit script: opens the script of the selected object's class in the script editor window.2 KB (365 words) - 20:43, 27 December 2006
- <pre> Aliases[<number>]=(Command="<command(s)>",Alias="<alias name>")</pre> '''PleaseLoveMe:''' No, it's there. Check Object -> GUI -> GUIUserKeyBinding in the object tree. I rec8 KB (1,259 words) - 09:21, 24 January 2012
- ...ll a beginner myself, so I figure I might be able to write a good beginner's tutorial (that or waste a lot of my time :D). ...as seperate articles covering different aspects from different angles. It's been said that different people want different styles of tutorial. I like t23 KB (3,878 words) - 20:14, 16 July 2014