There are stocks textures of ut2004 (eg shaders) who have in their properties of the Cubemap or TexEnvmap that do not exist or have been forgotten by Epic, hard to know which ones without removing each of shaders, combiners etc. one by one up to make disappear the warning message, which is moreover without effect except that the offending shader/texture will not have its cubemap or TexEnvMap and that the missing material will simply be replaced by 'none'... as if you want to paint a wall with an empty pot of paint.Maniac wrote: EDIT2:
Is there a neat way to find references to missin resources? It says some cubemap texture is missing, and I want to change it or at least remove it, but I can't find where is it.

When you put an UnrealScriptedSequence in the map, unrealed put automatically an AImarker, on this map there are 17 UnrealScriptedSequence = 17 AImarker (or AIscripts).Maniac wrote: - there are some AI scripts on map - anyone knows what is its purpose and is it working at all?
All the UnrealScriptedSequence have their default properties IE MoveToPoint and WaiTforTimer=3sec, just to tell bots : "Go there and wait 3sec, and if you see an enemy, shoot him", little be use (with default values) to make camping of bots, and even saying them with what weapons they must do. I'm not sure they really serve to something here.
Interesting, of course it is better to make its own static-meshes on a program like 3dmax or blender, especially if they are complex, ie they will always take less space in memory if you need to use dozens of times (unlike BSP), and which are easy render by the engine.Cat1981England wrote:
Unless it's a square or rectangle converting anything more complex in the editor is generally not a good idea, no harm in trying though. If you do convert and decide to keep them as Static Meshes then you should place Invisible Collision Hulls inside the anti portals, just make them a little smaller.