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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Mesh Browser Controls
- Deuxsonic
- OldUnreal Member
- Posts: 58
- Joined: Sun Jan 06, 2008 3:11 pm
Mesh Browser Controls
I'm wondering what the mesh browser controls are, as UnrealEd 2.0 with Unreal Tournament is not responding to any mouse button presses or wheel movement and doesn't seem to respond to frequently used keys. Did I misconfigure one of the INIs by mistake? I just wanted to view some things up close.
- Hellkeeper
- Global Moderator
- Posts: 3257
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
- Contact:
Re: Mesh Browser Controls
The mesh browser is supposed to work with RMB + drag = rotate camera around mesh, LMB +drag = Zoom in and away from the mesh.
You must construct additional pylons.
- mcfarrel
- OldUnreal Member
- Posts: 37
- Joined: Wed Jun 08, 2005 7:21 am
Re: Mesh Browser Controls
The Mesh Browser is just a preview window with limited controll capability as previously mentioned by Hellkeeper.
The point was to preview 3D (mesh) model and check the animations.
About the animation, I have encountered problem, where the animation were not workingcorrectly in the mesh browser, but has been working correctly ingame. (Skeletal animations using same generic animations for several skeletal meshes - import exec script linked - distributed along several unreal packages)
Second problematic part is the Mesh browser does show the MeshName property, but the object is placed using its ClassName. So most likely coder will be fidling with mesh browser to link missing properties and dependencies than mapper previewing an objects and its animation behaviour prior to placement in the map.
The point was to preview 3D (mesh) model and check the animations.
About the animation, I have encountered problem, where the animation were not workingcorrectly in the mesh browser, but has been working correctly ingame. (Skeletal animations using same generic animations for several skeletal meshes - import exec script linked - distributed along several unreal packages)
Second problematic part is the Mesh browser does show the MeshName property, but the object is placed using its ClassName. So most likely coder will be fidling with mesh browser to link missing properties and dependencies than mapper previewing an objects and its animation behaviour prior to placement in the map.