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Old 11-27-2007, 03:18 PM   #1
Hyperforce
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Default I was rebuilding ONS-DAWN and then this happened

ok so i'm currently rebuilding DAWN for UT3 (obviously) but when I tried to paint my terrain this happened, (and it does so repeatedly)

I think its material related but i can't figure out whats causing it and why it does that in the first place only on sertain pieces of my terrain map.

I imported the hightmap of DAWN from ut2004 and started coloring it in.

heres an image of the problem http://i9.photobucket.com/albums/a53/hyperforce/bug.jpg

so whats going on here?
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Old 11-27-2007, 07:13 PM   #2
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I think you should keep it! It looks cool
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Old 11-27-2007, 10:34 PM   #3
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your cdkey hacked onto epic's main server and downloaded mark rein's wallpaper! I NEVER KNEW HE LIKED THAT!
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Old 11-28-2007, 12:14 AM   #4
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Call it...Dawn of Fruit.

Cause the terrain is fruity!
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Old 11-28-2007, 02:24 AM   #5
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Use the "Check map for errors". You are exceeding the texture samplers or you have materials with too many instructions. UE3 is limited to usually around 5 or 6 textures on the terrain.
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Old 11-28-2007, 03:16 AM   #6
Hyperforce
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personally I find UT3 and the UE3 editor a bit lacking to what I was expecting... they removed fake backdrops, so now you 'allways' have to have a physical background

Now this terrain thing with limited textures
Also the fact that terrain needs special texture maps to be created for them.

If you add that in with the large amount of content removed and the limited amount of things you can use to build a map (try to find a tree that actually looks like a normal forest tree and all I find is 1 (YES 1) usable static mesh.
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Old 11-28-2007, 03:51 AM   #7
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Quote:
Originally Posted by Hyperforce View Post
personally I find UT3 and the UE3 editor a bit lacking to what I was expecting... they removed fake backdrops, so now you 'allways' have to have a physical background

Now this terrain thing with limited textures
Also the fact that terrain needs special texture maps to be created for them.

If you add that in with the large amount of content removed and the limited amount of things you can use to build a map (try to find a tree that actually looks like a normal forest tree and all I find is 1 (YES 1) usable static mesh.
1. FakeBackdrop has to do with SkyBox Zones, which UE3 no longer uses.
The new system is better, more flexible, and more realistic.
Simply place a SkyDome in the map and your problem is solved. Or don't use "real" windows that look out into nothing.

2a. Terrain has a specific upper limit to textures because of current video hardware, not because of the unreal engine.
Depending on the actual design of the materials, the number of usable textures can be upwards to 10 or so, which is more than enough, it depends on the layer setup and a number of other factors. Also, if you use a texture multiple times in the layers, such as various tile scalings, that only counts as one against the total.
So a mapper just needs to know what they are doing in the new editor and engine.
You can't just throw things around and expect it to always work.

2b. What "special texture maps" for terrain are you referring to?
It uses any standard Textures and any standard Materials. The TerrainMaterial object is simply a set of property values that specify the UV Tiling of the texture, etc. And the TerrainLayerSetup object is simply a set of properties that allow you to do fancy stuff like Procedural settings where you can have the engine automatically paint textures for you based on height and slope. This removes a lot of painting work that had to be done by hand in UT2004.
It is real quick to simply use the existing stock terrain Textures, Materials, and TerrainMaterials, then reference those in your own one TerrainLayerSetup with procedural settings for height and slope, and you can have instant textured snow-covered mountain tops, rock cliff faces, grass flatlands, and sandy lake basins without even doing a single minute of hand-painting those textures on. It takes just a couple of minutes to set up the TerrainLayerSetup values and the engine does it all for you.

3. What content is "removed"? Was there some content you saw before UT3's release that was taken out in the retail version? It looks like everything is there to me. The textures and meshes are themed for the game, but that is understandable -- all games do that.
As with all Unreal Universe games, you can always use content from Unreal, Unreal II, UT99, UT2003, UT2004, Unreal Championship, UC2. Or make your own.
I also expect to see Epic Bonus Packs coming out over the next couple of years, which I'm sure will have a bunch more content.
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Old 11-28-2007, 04:20 AM   #8
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Quote:
Originally Posted by DGUnreal View Post
2b. What "special texture maps"
3. What content is "removed"?
I actually meant that theres quite a lack of basic material to work with and the terrain material thing just confused me.

Also they removed several gametypes including assault, a lot of different environments are gone (the egyptian theme, deep lush forrests, bright red rocky landscapes (for example the bright green grass textures have to be rebuild (which i'm working on).

Also another thing I find hard to use is the way cooked, uncooked and published maps work and the fact that because of the layout windows VISTA requires it all has been shoved in the documents and settings folder.

Honestly I think Epic has gone the wrong way by making UT3 based around a simple player campaign that nearly no-one raelly buys the game for in the first place.

Its just that I expected a bit more of the game.
But then so, that makes me feel just the more obliged (spelling) to bring back what didn't make it into the game o/

Last edited by Hyperforce; 11-28-2007 at 04:25 AM.
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Old 11-28-2007, 12:53 PM   #9
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Quote:
Originally Posted by Hyperforce View Post
I actually meant that theres quite a lack of basic material to work with and the terrain material thing just confused me.

Also they removed several gametypes including assault, a lot of different environments are gone (the egyptian theme, deep lush forrests, bright red rocky landscapes (for example the bright green grass textures have to be rebuild (which i'm working on).

Also another thing I find hard to use is the way cooked, uncooked and published maps work and the fact that because of the layout windows VISTA requires it all has been shoved in the documents and settings folder.

Honestly I think Epic has gone the wrong way by making UT3 based around a simple player campaign that nearly no-one raelly buys the game for in the first place.

Its just that I expected a bit more of the game.
But then so, that makes me feel just the more obliged (spelling) to bring back what didn't make it into the game o/
It sounds like you were expecting UT3 to be UT2004. It is not.
UT2004 had no real story or theme to it, so the level designers made a variety of different map biomes, whatever they wanted.
UT3 actually has a story behind it, the Axons versus the Necris, so all maps, vehicles, weapons, and players are all themed to be either Axon or Necris. That is why there is no Egyptian theme, etc.
So for anyone wanting an Egyptian themed map etc., which won't fit into the UT3 storyline, they will have to source their own textures from UT2004 or elsewhere.

Epic stated a long time ago that the game types will be different. Again, UT3 is not UT2004, it is a different game. FEAR or BattleField 2142 don't have Assault game types either. Epic did not add in the game types that are not popular, it is a waste of their time to put in game types that are pretty much not played by the majority of the community. That time is better spent in improving the areas of the game that are more popular like DM, CTF and WAR.

The new Terrain setup of Texture -> Material -> TerrainMaterial -> TerrainLayerSetup -> Terrain actor is a bit confusing at first because it appears that there is so much more that you have to do to set up terrain. But the reasons behind why you do it this way are good.

I agree with you on the Vista game setup and such. I don't like this either. I think it is confusing for Microsoft to do this. Epic has no control over this though, and if they want Microsoft Vista Certification, they have to follow Microsoft's rules. So this was Microsoft's fault, not Epic's.
Microsoft is putting the user's game data into My Documents / My Games for a reason though. To keep it separate for each user logon, and so that in network environments with roaming profiles, the data gets correctly managed through the server.

I'm sure we will see most of the UT2004 content get moved over to UT3.
However, to make map file sizes smaller, someone needs to create a proper set of UT3 packages that can be used by the community instead of everyone simply importing the UT2004 content into their maps.
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Last edited by DGUnreal; 11-28-2007 at 12:56 PM.
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Old 11-29-2007, 09:06 AM   #10
Emo Von Peeblabis
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Quote:
Originally Posted by Hyperforce View Post
personally I find UT3 and the UE3 editor a bit lacking to what I was expecting... they removed fake backdrops, so now you 'allways' have to have a physical background

Does UE3 Still Have Group Editor?

If So You May Be Able To Select All The Meshes That You Would Class
As Being SkyBox Stuff And Make A Group Named Skybox So In The Group Editor You Just Untick The Group And Everything In That Group Will Be Hidden
And Retick To Make The Group Visable Again

Last edited by Emo Von Peeblabis; 11-29-2007 at 09:22 AM. Reason: :P Just In Case It Works And The Having The SkyDome Visable Is Anoying
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