zanelear
Clot
I swear the monkey did it!
Posts: 11
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Post by zanelear on Feb 23, 2007 2:09:19 GMT -5
Hey I was wondering, I doubt it, but is there a way you can turn unreal 2k4 maps into ones you can use on an or for KF? I think it would be cool to run around unreal maps blowing up zombies and what not . Also I did notice on one map ( I forgot the name ) you can find a sniper rifle & granade launcher ( kinda useless well in my hands, well the sniper = fun :3 ) I think maybe some one could mod some maps to work with the KF mod ^_^ add some doors to some places and what not that can be welded ( or not ) I also know there are like invzable barriers and ect on the maps holding you from going places that are not eather there or ect, I would like there to be a free range kinda map, I mean the zombies can go out any where or come from any place, it makes me jelouse lol. I really tho would like to see a map where you can go everwhere, like.... hmm... well I doubt that could happen because you might need to redo the game abit more =/ Gah only if I knew how to make maps... then I could make that vision come true... also it be nice to be able to break more things I mean killing zombies is fun an all but we need more destructive inviroments.
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Post by coolkf2 on Feb 23, 2007 2:38:44 GMT -5
Yes, it is possible but it will look rather weird. And need some times to sit down and move with your mouse.
You will need relevant ut2004 files inside kfmod sub folder. You will need to go unreal editor change to kf gametype. You will need to figure a path to build a new room for trader and it must blend nicely into map.
You will need to add in few spawn for kf 2 guns, ammo...
You will need to re do the blocking volume for the specimens not to be seen when spawning so that they can spawn much better.
The pathnodes will need to put in more better since most ut2004 map are meant for dm... ... And not invasion. So mapper will not put in pathnode or only put in alittle.
You will need to be familiar with the map and of cause inside the unreal editor where you will need to drag and explore which can be an headache unless you start from scratch which is much easy cause you are familiar with what you want.
So i would say you will require less time in starting a map from scratch then you do the converting.
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Post by el'PiX on Feb 23, 2007 6:51:27 GMT -5
You will need relevant ut2004 files inside kfmod sub folder. I don't think that is necessary. Or what files are you referring to ?
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Post by coolkf2 on Feb 23, 2007 8:33:44 GMT -5
ut2004 map.
They will consist of texture,static mesh,actor,sound,music...
And they are all in ut2004 folder. They may need to be copied into kfmod20 texture,static mesh... folder too. And if there are same name. It will have mismatch thus unable to open it.
Well it depend on map. Some map textures,static mesh... are saved into mylevel in editor thus they do not require additional files.
So if a map that made inside unreal editor had additional packages then they may be require in kfmod sub folder.
It may be open but there might be loading error as stated in log.
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Post by zynthetic on Feb 24, 2007 0:42:06 GMT -5
The scale is way too big. KF movement is a snail's pace compared to 2k4.
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Post by mrmedic on Feb 24, 2007 14:33:49 GMT -5
You can try the mapscale tool. But in my opinion, it sucks, hard.
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Post by zynthetic on Feb 24, 2007 16:51:59 GMT -5
Which is why I didn't recommend it I got a KF/AS gametype mix (you assault while zeds "defend") working and tested on junkyard before. Scale is far too big to be any fun. Stopped working on it bc I didn't feel like/have time to make maps.
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