Kanyon
Genesis Torn
:head explodes:SculptedCold said:Anti-portals are barriers that stop the engine rendering static meshes when your player perspective looks around in a level....because the engine renders all static mesh in your view, even if you can't see it for BSP architecture. Anti-portals are usually in abundance in large levels (put in loads of walls, hills, etc) to stop the engine killing the framerate.
And yeah, a lot of community mappers were contracted for a couple maps a piece in UT2k4. Must be something like almost half the new maps, if not more, were done by mappers from the UT/UT2k3 community. Good choice if you ask me. =)
(and yes, I think that it was a good choice getting in mappers from the community, I mean, some of them have really done a lot of stuff with the UT's and as a result are complete weaponheads at building maps, skins, mods, everything)
edit:
I don't know about UT2k4 mapping, but in UT you would use "Playerstarts" and not the Actors called "Spawnpoints" I believe. An idea, although I may be way offTanith said:*wondering if anyone can help him with this dilemma*
I've got a finished map, only problem is, i've placed the spawn points across the map, but whenever I test the map, everyone spawns at the same point.
How do I fix this?