The Membrane Demo has been released! You can find a download link at the Indie DB Page.
I've uploaded quite a few screenshots of Membrane, Check them out at the IndieDB page.
Advanced Elevators! What I needed was an elevator with call switches at the top and bottom floors. The switches shouldn't work while the elevator is moving. They should have a dynamic texture depending on which floor the elevator is on. Running onto an elevator at rest should automatically flip the switch. If the player is under an elevator coming down, it should flip the switches and reverse direction (at least, until I figure out how to make it crush the player.)
Here is how you do it:
I've cleaned up the interface, so the JKL level converter is ready to be used! If anyone finds any bugs, be sure to let me know so I can fix them.
Remember to press F1 to see exactly how to use the program.
I don't particularly care for brush editing in the UDK. It's slow and cumbersome to drag around and re-size a builder brush. Want swim-able water? You have to not only make the level geometry, but also water volumes, and post-process volumes for the underwater effects.
In the old days things were so much simpler. Just extrude and cleave your geometry, assign sector flags and you are done.
Then I found out the editor can import text based level files. I set out to write a level converter, which would allow me to make level geometry in an older, easier to use level editor. Here is the result!
It works perfectly! The converter does a few things: