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Post by mrmedic on Nov 1, 2007 15:58:55 GMT -5
For something as simple as a security camera, then UEd BSP will probably do it. Convert it to static mesh to save BSP Holes, something that simple shouldn't triangulate too badly.
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Post by KiCk3R on Nov 1, 2007 17:52:34 GMT -5
I will give it ago ... i want to make it look good tho Oh and one more thing ... Forced Paths... Recommended? or Rubbish? Reason i ask is because it will not create a path in between a mover. But i want to force a path so that when the mover has gone... it can link EDIT: Pah! silly me! BPathColliding!
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[AM] madmax
Gorefast
MRM - It's quite sexual!
Posts: 459
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Post by [AM] madmax on Nov 1, 2007 18:07:13 GMT -5
Just finished playing the alpha.
Love the lifts and when you call them brilliant work there looks really professional. I played back a horribly rough track of what im working on musically and it works quite well.
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Post by KiCk3R on Nov 1, 2007 18:32:19 GMT -5
Trust me guys ... Alpha is nothing compared to what beast ive just created Beta ready in one week hopefully
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Post by Antigod on Nov 2, 2007 4:46:11 GMT -5
I've got an idea, dunno is this can be implemented though. In the Sewer, would it be possible to have the sewage flowing past, but also have dead bodies and shit like that floating past as well? You could have normal dead civilians, dead specimens and also some DRF soldiers? Maybe have some alive specimens in there too, flowing past whilst trying to grab you?
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Post by Blue on Nov 2, 2007 5:34:59 GMT -5
Well, it´d be way easier just to have a moving texture. To have something floating in it you´d have to really move the volume and ... is that even possible? And if it is, what about the specimen floating inside of it? You could either set a spawn volume inside the sewage (making them float past once and loosing a whole squad of zombies) and/or you could spawn a few zombies and set teleporter entries and exits in a way that makes them pass the same spot over and over again.
If you do the latter, don´t mind me sitting near the sewage system and giving names to the floating zombies. I´d count the times Bob moves past me.
Without having seen the map (later.. ) I now arrogantly state here that a moving texture should do.
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Post by KiCk3R on Nov 2, 2007 5:49:20 GMT -5
The things you say are possible. But it is easier to have a texture moving insted of an actual mover. Problem with the bodies is that im not sure id have enough space to work with. I could not place a zombie spawn because if the player see's it , it would become disabled. So i would have to use a teleporter hidden behind a wall under water or something along that line! Otherwise cool idea i like it. Im currently at college at the moment and the keyboard is being gay and sticky
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Post by Antigod on Nov 2, 2007 11:39:16 GMT -5
Yay, ppl like my idea. I think it would be cool to have that in there.
Good luck
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Post by mrmedic on Nov 2, 2007 14:57:01 GMT -5
Well, it´d be way easier just to have a moving texture. To have something floating in it you´d have to really move the volume and ... is that even possible? Anything in the Unreal Engine 2.5, seen in-game, can be moved. To be more precise, anything that allows you to name the tag, can be moved. It's just that lights, and BSP, won't rebuild. And will look, and feel, exactly the same.
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Post by Asnipe34 on Nov 3, 2007 15:32:29 GMT -5
That's one pretty map and I survived the 1st round, (with 6 addbots, hehe). Then at the trader my virus updater minimized the @#$# program, so I began 2nd round again with a couple of bullets. Anyway, I'll go back. I'm having one of those days and just knocked my tea off the @$# desk.
So, the map! Very professional looking with excellent texturing. And the texturing is in all the right places to catch the eye. In my judgement its professional look surpasses Unreal2004 maps because of the lived-in feel of the environment -- how the offices were set out, the glass, the lighting. Even the trader just standing in a corner, because with the zombie invasion, life would be at sixes and sevens.
I found myself wondering -- the way the offices and bay are set out so that other different rooms can be vaguely seen -- what is over there, and there? Plus, the initial sprinklings of pickups added to the curiosity and meanwhile worrying about the zombies -- I didn't expect my virus scanner to do it for me!
I'll play the map again and comment further, but so far, a buyable quality, pro map.
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Post by KiCk3R on Nov 3, 2007 20:27:51 GMT -5
Thanks guys for the feedback ... it encourages me to push the map futher and keep it going. Actually, i have not even opened UT Editor for the past 2 days. I worked constantly on the map anyway, im just having a few days off I can 100% promise you Beta will be more Awsome(er) than the Alpha version Since i found out how to use AI Scripting, (which is a piece of piss) It makes the game run more ... how should i say? ... realistic? BTW! If your creating a map ... and adding in a CamaraTextureClient ... DO NOT ... (DO NOT!!!) do what Angel Mapper said to do when placing it online ... you have to edit your UT Script ... and it fooks up everything! (and yes before you ask Mr.Medic ... i know i should'nt of! )
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Post by mrmedic on Nov 4, 2007 17:55:59 GMT -5
Editing the original Uscript? Is that even LEGAL!?
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Post by Asnipe34 on Nov 4, 2007 18:45:42 GMT -5
Well SH map with amazing 'bells and whistles' and I'm still trying.
I notice you use lots of BSP which is warranted with many straight lines and passageways, but in my first map 'A Bargain,' even with straight lines I noticed that the BSP shifted around, not to mention holes. Maybe that's just the way I hold the mouse and give it a flick or something. So now in 'advanced' I regularly use 'bLockLocation, true.'
I didn't have endless BSP holes with A Bargain, just enough to be irritating and I only used tiny amount of 'straight lines' BSP. I think compared to the first Tournament editor this UED version handles BSP worse. Previously with the 1st UED editor, or thereabouts, I built a large map and the only hole problem I had was placing an item in water (the map was all BSP, no meshes -- not even the water).
I guess when BSP goes wrong, it goes wrong. Isn't BSP only lines (brushes) to which textures stick, but when the lines are a nanometre out, the 'unsticking' textures make holes? How difficult can it be for programmers to tell the flaming textures to stick to the nearest @@#$ line?
Anyway, I envy your knowledge of AI scripting, and I guess you mean 'scripted triggers,' but I can't be sure. That's one pro map you've got there KiCk3R!
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Post by mrmedic on Nov 5, 2007 3:18:22 GMT -5
It would be quite the un-realistic if all the map corridors were to be continuously bent.
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Post by KiCk3R on Nov 5, 2007 7:26:40 GMT -5
The UTScript i used was a edited version of CamaraTextureClient. and not the original one. I saved it as a new script to work within the level (as a different file). But once opened it just crashed Anyway .. im still working on the sewers. Can't say im too brilliant at the workspeed at the moment. I still need to make a map plan on how to connect the sewers to the labs... (which is like ... god knows how many units apart) BSP holes can be a major pain the a-hole. The only time i have had problems with that, is that i have eiether 1.Forgot to build BSP ( ) 2. Have made a dodgy brush Also ... if you decide at any point in time to use Anti-Portals and Zone portaling (which is now used in this map) Don't get confused with a BSP hole and an Anti-Portal that messes up (like i did on HorzineHeadquaters) And i have decided to have (on the last wave) the train at the begining of the map, move at the end of the map ... while you have to stay on it. And kill things
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