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Contact Support - Help Center Get help on the UGX Discord. Join it now!This shimmering thing normally should stay inside radiant(:
I had this error too but as I launched the map this was pretty much the only thing that worked.
People leave them as caulk textures because it makes them feel special inside
You can use any texture, the actual idea behind it is that in the early stages of mapping, you don't want to commit to anything because the layout could change at any time, so you don't want to waste time texturing brushes and patches you might resize or delete later. Once you're reasonably satisfied with everything then you start adding textures.
As far as surfaces that are hidden, yes, use caulk textures. Caulk isn't rendered by the game engine, so it saves FPS if you set any hidden surfaces to Caulk.
The script_firefx KVP on the debris parts is the FX that is triggered when the part starts moving. The KVP script_fxid is the FX that's triggered when the part is about to disappear.
Keep in mind that you might need to add the FX like any others in your CSV and script files. The value of these KVPs is the "name" of the FX in level._effect[].
- Phil.
Szehang,
I am glad that your eyes have been opened to the glories of the UGX Mod and to the wonders it possesses and how your life will never be the same. I'm sure you will be getting the standard UGX Mod neck tattoo very soon and then we will teach you the secret handshake which will bind us as brothers for life. Welcome to the family.
Anything you have edited will have to me moved/re-applied.
Well one of the first ways to do this is to just rename the folder, that way conflicts are avoided and you can create a solo button to launch the map(as the folder name and your maps .ff will be different). It doesn't fully convert it to a new name though. Which is where we come to generating a new mod, the only thing the already mapped button does on Mr.Hankey's script placer is it doesn't place the map files. So just create the mod with the name you want in the UGX Script Placer and then replace the map files for it with yours(renamed). Then you can copy over your scripts and whatever else you want, then compile like normal.
You have to have the texture set to natural in surface inspector.
Click on the texture that is like that and press "S" then click natural