Post by Asnipe34 on Nov 4, 2007 19:40:08 GMT -5
Your map goes up and up, hehe. Alas, I'm still trying to survive in your map, but the zombies keep catching me!
I hope you've fixed your sky box. You know to right click on your main map wall / ceiling and change them to 'fake backdrop' so your skybox can be seen?
On my Skybox, I did not change its wall texture settings (to hide sky box texture), but similar to KF-Bunker, I hid the walls by making my skybox gloomy using a static mesh skydome. KF-Bunker used thick fog.
I hope you know the importance of Zoneinfo? Skyzoneinfo? They are the main markers of zones (sealed individual areas). (But a skyzone should be a separate sealed area with 'skyzoneinfo' in the middle of it.)
A main map playing area can also be zoned, and then place in each zone a zoneinfo, (but there should be ONLY ONE skyzoneinfo zone -- BUT, there are ways to make multiple skyzones).
The UED 'hud' , you know: 'Dynamic, T F S,' then Perpective; Texture... to ...Zone/Portal, when you click on that it will show your BSP walls in different colours (only in 3d view). The different colours are different zones. Your skybox -- a separate sealed box all on its own in the void will be a different colour from your playing map area.
You can zone your playing area (when you are using BSP) into sealed individual zone areas and this is done best when the zones you are sealing from each other cannot see much of each other, IE: use angled passages to connect the 2 different zones you are sealing.
The zones are sealed by placing a red 'sheet' brush over the connecting passageway so that it seals. Then 'add special brush' > 'zone portal' (the ZonePortal texture doesn't matter). Then rebuild and view with zone/portal 3d 'hud' view. The two newly sealed zones should now have different colours.
You may know zones allow the CPU to concentrate on speed for the zone the player is in. There are also other ways to make similar categories and so speed the CPU, IE: give the zoneinfo a tag and then tag your static meshes. Also antiportals -- invisible walls placed inside static meshes and also inside terraforming. I hope this helps you along with your research into zones.
Your Trader upside down still makes me laugh. It gave me the idea to shrink my trader very small, but I'm not sure that will work properly (reduce distance from player). I could increase 'collision radius' but if there is a KF version upgrade that may cause compatibility problems.
I hope you've fixed your sky box. You know to right click on your main map wall / ceiling and change them to 'fake backdrop' so your skybox can be seen?
On my Skybox, I did not change its wall texture settings (to hide sky box texture), but similar to KF-Bunker, I hid the walls by making my skybox gloomy using a static mesh skydome. KF-Bunker used thick fog.
I hope you know the importance of Zoneinfo? Skyzoneinfo? They are the main markers of zones (sealed individual areas). (But a skyzone should be a separate sealed area with 'skyzoneinfo' in the middle of it.)
A main map playing area can also be zoned, and then place in each zone a zoneinfo, (but there should be ONLY ONE skyzoneinfo zone -- BUT, there are ways to make multiple skyzones).
The UED 'hud' , you know: 'Dynamic, T F S,' then Perpective; Texture... to ...Zone/Portal, when you click on that it will show your BSP walls in different colours (only in 3d view). The different colours are different zones. Your skybox -- a separate sealed box all on its own in the void will be a different colour from your playing map area.
You can zone your playing area (when you are using BSP) into sealed individual zone areas and this is done best when the zones you are sealing from each other cannot see much of each other, IE: use angled passages to connect the 2 different zones you are sealing.
The zones are sealed by placing a red 'sheet' brush over the connecting passageway so that it seals. Then 'add special brush' > 'zone portal' (the ZonePortal texture doesn't matter). Then rebuild and view with zone/portal 3d 'hud' view. The two newly sealed zones should now have different colours.
You may know zones allow the CPU to concentrate on speed for the zone the player is in. There are also other ways to make similar categories and so speed the CPU, IE: give the zoneinfo a tag and then tag your static meshes. Also antiportals -- invisible walls placed inside static meshes and also inside terraforming. I hope this helps you along with your research into zones.
Your Trader upside down still makes me laugh. It gave me the idea to shrink my trader very small, but I'm not sure that will work properly (reduce distance from player). I could increase 'collision radius' but if there is a KF version upgrade that may cause compatibility problems.