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olix_vameshu last won the day on April 27 2020

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About olix_vameshu

  • Birthday 09/12/1990


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  1. UE 1.12.1 works on WOT 1.13, no need of update.
  2. @Mixaill since this version is so broken that we cannot open it, will we recieve the version for Tried to convert the hangars without entering in the app, by clicking the compile_spaces.cmd, and added the hangars into the CT and they are not working anymore. So if the hangars are not working with UE_1.11.1 and neither with UE_1.12.0.0, there should be UE_1.12.1.0 comming soon right? If those are helpfull for fixing UE_1.12.0.0, here are all error that appear while launching.
  3. Yeap, since unifiededitor.exe file cannot run, it's not able to create an unifiededitor.log :(
  4. Hello @Mixaill, There is an error when i try to open the UE 1.12 Do you have any ideea how to fix it?
  5. Ahhh i thought is about some old model from previous versions. Sorry :D
  6. Simple, open visual processed or visual file , find the name of the material who has _d or d_ and remove the shader line.
  7. Wrong! Creating a new hangar, not an converted one, decals will be generated i will try a trick to see if it work with converted ones. Water can be added manualy from helpers/misc/water.xml ,add flow map and amplitude map from original folder(ex:spaces\hangar_v3\water),reflection can be added mannualy(helpers/lights/environment_probe.xml for local water(reflection only in defferend graphic settings) or helpers/lights/environment_probe_water_gl.xml for global water(reflection in deferred and forward graphic settings or standard and improved settings) , and yes the border line is incorected added( only main 4 chunks 00000000o/0000ffffo/ffff0000c and ffffffffo). So, if you had constand error for 5 times while saving as "not yet implemented", get a xml editor and : 1. open flora.xml and edit it rename first line from <flora.xml> to <root> and the last one </flora.xml> to </root> this will pass an error. 2. open environment.xml fron environments folder and as up rename first line from <environment.xml> to <root> and the last one </environment.xml> to </root> this will pass another error. 3.open each folder of environment, inside you have individual environment settings as environment.xml and repeat by opening and editing the first line like it is writen up. 4. you can also do same thing to camera_effects.xml. Now almost error will not be visible, but WE still crashing because of terrain i think, but that is another story.
  8. Hi, i've tried before, but not to create new ones, tried to convert old ones, but no luck :( they will be not compiled. I've export them with Bigworld editor 1.0.2 from bin to vfx and eff, they were working in UE but no compile after, also if you take old particle .xml from envirnoment and rename the extension .eff they also will work. Maybe if we can create an mod.pyc to load old particles from .bin ...
  9. Select the third or fourth fifth icon on the main menu i don't remember exactly, i'm not on pc right now, and increase brush size to 1000 and hold middle mouse button on terrain. Holes will dissapeare and save.
  10. Hi, i'm using this xml editor https://github.com/mikeoverbay/XML_Editor This tool is made by @Coffee_.
  11. Hey @SkepticalFox i found that the outland terrain is messed a little by your unpacker, instead of addind line max to bounding box(i guess this is it), is adding again min. if you don't understand it i prepare some screen shoots: with this config terrain will appear only 25 %. and with this terrain and outland will appear correctly Can you check where is the issue when is compile the space.setting? Also global probe(main probe of lighting) and sh_grid is not compyled by you tool and water.xml . Thank you.
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