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MozI
11-08-2007, 02:11 AM
So I got the editor to work in subtractive mode, yay!

Anyways as with everyone I have a lot of questions but I'll try to keep them short.

First off, map saving... for some odd reason when I save a map to the maps folder it's not there. I used the publish button and no luck, but then I found the map hiding here

C:\Documents and Settings\Administrator\My Documents\My Games\Gears of War for Windows\WarGame\Published\CookedPC\Maps\MP_Maps

Why does it save it there and not the proper maps folder?

Second question, build all... seems to stall on building static lighing, is it broken or something or do I need to wait for a long time? Building geometry, then lighting, works but build all does not...

Third and final question for now... cover nodes/system how does it work! I tried to copy a node and mesh from one the maps and it did not work, if anyone from Epic could shed some light on this subject that would be great.

Again thanks to Epic for releasing the editor... looking forward to what the community designs in the near future...

flip5577
11-08-2007, 02:22 AM
Your document path cannot have any spaces in it. As soon as the editor follows your path to My Documents it fails because there is a space between my and documents.

So if you make a file folder C:/MyMAPS/ and save your map file in there, you shouldn't have the problem anymore.
===============

I haven't figured out how to get publish to work yet because it says that I am missing a level base, so lets just hope that is covered in the documentation.

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Cover nodes are somewhat simple but still tricky. Place an object or static mesh or even a bsp object you wish to use as an object you wish to use as cover. In front of that object right click and add actor > add cover link. From here I rebuild all, after doing so I noticed the arrows and such appear. Playing your map from here you will find that your cover link works...

- What I assume happens is the engine compares the cover link to the closest geometry and based on that creates the options available for that coverlink. For example in my map I made a tall column, so when I placed my cover link, I was able to hide, look left, look right, roll left, roll right BUT I WAS NOT ABLE TO CLIMB OVER... I assumed it was because the geometry was too high to climb over...

-when I shortened the bsp column to a size I thought was short enough to hop over, something else happened. Instead of being able to hop over the geometry I was able to blindfire over it.

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Editing Cover Link Path Options

when your cover link is placed in your level click on green snipe scope icon which makes your red cover link box appear

then if you right click on the cover link box, you can manually enable or disable the types of cover that link can provide. I probably should have said this in the beginning of the post but more or less I am messing with the editor while creating this 8 ). I hope it helps you out.

MozI
11-08-2007, 03:08 AM
Edit... nevermind build all works...

flip5577
11-08-2007, 03:14 AM
nicely done.

MozI
11-08-2007, 03:41 AM
Thanks for the help, now I need to get started on my level!

Entropy
11-08-2007, 11:37 AM
When you add a cover node it has one cover slot by default (red box). Select that slot, move it into position as you would any other actor, and then click your middle mouse button to snap it into place and auto-adjust it. While a slot is selected, simply duplicate it to create a new cover slot within the same node. A line will appear connecting the slots. This means that the player can travel between slots while in cover.

When placing multiple slots in a circular or U shaped pattern, be sure to keep an eye on those connection lines as they sometimes get out of order and lead the player in strange directions.

Always build U shaped cover slots counter-clockwise or they will get confused and the connections will be wonky.

Hope that helps!

Lee Perry
11-08-2007, 01:58 PM
Also note that in order to be able to mantle over low cover (low cover should always be 96 units tall) you need to have cover nodes on BOTH sides of the cover, and then auto-adjust them.

MozI
11-08-2007, 02:37 PM
Thanks for the tips guys... so far really digging the new tools!

Mithrandir0x
11-08-2007, 02:53 PM
Hi there, how can we load custom campaigns in GoW?

I've been using this web as a reference: http://udn.epicgames.com/Three/GearsMods.html , but I couldn't make it work as it says there. I've tried publishing it, I've tried using the "-useunpublished" flag, and it didn't work. So I have a couple of questions:

- Is it correct to place the map in Published\CookedPC\CustomMaps\MyTestChapter?
- Should I put directly the "-useunpublished" flag to "startup" the same way as I load the editor?

Thanks in advance for your advice.

LiquidLeary
05-18-2009, 03:55 PM
When placing multiple slots in a circular or U shaped pattern, be sure to keep an eye on those connection lines as they sometimes get out of order and lead the player in strange directions.

Always build U shaped cover slots counter-clockwise or they will get confused and the connections will be wonky.

I have recently noticed that placing cover slots counter-clockwise causes pathing conflicts which are immediately remedied by placing them clockwise. Has anyone else observed this, or have I been Benjamin Buttoned?