I know its with the use of a custom emitter? *End of knowledge on this subject*
- Can somebody guide me through how to make one? Or pinpoint me a good tut on that? Would be great to have something like that in Animus, Scorn and Orion later.
-- Edited by DarK on Tuesday 18th of December 2012 08:02:15 PM
You put a normal jumppad in your map then there's an option to hide it ingame. You then simply put whatever you want as your jumppad over the top of it!
Your best way to learn how to make this kind of effect is to learn how to make particle / emitters. In my resources page you can found some tuts & that is how I've learn how to make them.
Also, playing with the emitters values inside someone else map to see what happen is a good way to learn since the result is instantaneous. You can after that replicate that in your map.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
To add what has been said, Nova has a "quiet" stock jump pad, in case you want to have custom "non-jump" sounds.
I watched the tutorials from "Special Edition" of the game, which are now free to download (legally). I have a link on my UT 3 tutorial page as I would guess Steve has one as well.
This is how I learned to at least tweak stock emitters by copying them (use Steve's tutorial) from an Epic emitter and tweak them. Worked well for a few of my maps.
To add what has been said, Nova has a "quiet" stock jump pad, in case you want to have custom "non-jump" sounds.
I watched the tutorials from "Special Edition" of the game, which are now free to download (legally). I have a link on my UT 3 tutorial page as I would guess Steve has one as well.
This is how I learned to at least tweak stock emitters by copying them (use Steve's tutorial) from an Epic emitter and tweak them. Worked well for a few of my maps.
lol....that s how i learned to do this: following ode s tuto to use his custom jumpads who himself followed steves tutos who followed....blahblahblah
Your best way to learn how to make this kind of effect is to learn how to make particle / emitters. In my resources page you can found some tuts & that is how I've learn how to make them.
Also, playing with the emitters values inside someone else map to see what happen is a good way to learn since the result is instantaneous. You can after that replicate that in your map.
Thanks for the info bro, I cant find the tut on your resource page. Im so blind haha.
To add what has been said, Nova has a "quiet" stock jump pad, in case you want to have custom "non-jump" sounds.
I watched the tutorials from "Special Edition" of the game, which are now free to download (legally). I have a link on my UT 3 tutorial page as I would guess Steve has one as well.
This is how I learned to at least tweak stock emitters by copying them (use Steve's tutorial) from an Epic emitter and tweak them. Worked well for a few of my maps.
lol....that s how i learned to do this: following ode s tuto to use his custom jumpads who himself followed steves tutos who followed....blahblahblah
Ofc one of the best ways is to analyze other custom map emitters, and try your hand re-engineering them. Through a process of decompiling and then recompiling in your map.