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  • So, you've got this great idea for a player model, and you know you want to get it into UT2003 or 2004, but you have no ; Tutorial Goal : To show you all the steps required to get a player model from concept to inside UT2003/4. This tutorial was created using 3dsm ...
    10 KB (1,724 words) - 06:35, 7 February 2007

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  • A [[Legacy:Modeling Application|Modeling Application]]. * [[Legacy:Modeling Application|Modeling Application]] ...
    1 KB (217 words) - 22:35, 20 December 2005
  • ...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) - 06:55, 8 July 2007
  • If you came here as a player and are looking for details about the Unreal series of games, head over to ===Modeling=== ...
    5 KB (675 words) - 01:36, 9 August 2015
  • * Player Info : [[Legacy:PlayerController|PlayerController]] and [[Legacy:Pawn|Pawn] * [[Legacy:Topics On Modeling|Topics On Modeling]] ...
    3 KB (456 words) - 06:45, 29 August 2013
  • '''Sweavo:''' in ut2004, a 52.5 square space is just enough for a player to fit in. I would increase all these numbers by 20% if making semi-realis * [[Legacy:Topics On Modeling|Topics on Modeling]] ...
    4 KB (570 words) - 12:43, 30 July 2011
  • ...cially intelligent agent or character that is <u>not</u> meant to act as a player. NPCs can be ambient creatures, various animals, character "extras", neutr ...er give the player a stronger sense of realism within it or to support the player in their game objectives. For this reason, each NPC class is a product of ...
    17 KB (2,734 words) - 19:19, 18 March 2008
  • ...ntil at some time I play the animation on it of opening and then allow the player throught. [[Category:Legacy Modeling|{{PAGENAME}}]] ...
    3 KB (386 words) - 15:04, 17 December 2005
  • Modeling done, IK rigging complete, animation sequences finalized, and a spot of tex 90. Switch to the Modeling editor. Select ''SkinMesh''. Use '''Polygons>Triangulate''' to explicitly i ...
    8 KB (1,362 words) - 19:49, 30 November 2005
  • * What does a server show if a player has a skin that doesn't exist on the server? ** less potential for modeling tricks by cheaters or crackers ...
    4 KB (659 words) - 05:42, 16 March 2005
  • ==Perceptual Modeling== A game player's perception (data input) is broken down into different subsystems. Differe ...
    8 KB (1,276 words) - 01:00, 7 April 2006
  • * [[Legacy:Player Modeling|Player Modeling]] * [[Legacy:Static Mesh Modeling|Static Mesh Modeling]] ...
    12 KB (2,099 words) - 03:19, 17 September 2006
  • * [[Legacy:Player Modeling|Player Modeling]] ...
    10 KB (1,794 words) - 23:52, 13 July 2009
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