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  1. #1
    MSgt. Shooter Person
    Join Date
    Jun 2007
    Posts
    63

    Default Changing the capture direction of a UTPortal

    Hi guys, I've been playing around with UTPortals in my mapping and it's a pain in the rear. They are set up all wrong (if you ask me) and I'd like to set them right.

    The problem is that with a UTPortal it captures the scene from the behind the portal (which it transmits to the portal that lists it as a sister portal), but then spits you out the front when you walk through.

    What it does, is takes the actors facing direction and reverses it (-x) for the scene capturing direction. A completely unnecessary and irritating calculation that I can't find the function for and thus can't reverse.

    Can anyone tell me how to flip the capture direction to be the same as the facing direction?

    Altering "Rotation" (which seems to be refered to in the scripts as the way to change capture direction relative to the facing direction) only changes the default orientation of the object in the world.

    The current work around is to place two UTPortals back to back, for each portal for a one way teleport (four total) or have upto three or four portals each end for a two way teleport (six to eight portals total!), but I think it would really cut the overheads if we could just make it as simple as the portal displays the scene you are exiting to. Upto halving the amount of portals required.
    The reincarnation of Legacy-Godsbane.

  2. #2
    MSgt. Shooter Person
    Join Date
    Apr 2011
    Posts
    277

    Default

    bump.

    I want this fixed too.

    i wonder if setting its DrawScale3D to something negative on one axis would help....? I haven't tried it yet

  3. #3

    Default

    wth, why are the portals so screwed up?

  4. #4
    MSgt. Shooter Person
    Join Date
    Mar 2010
    Posts
    40

    Default

    Hi. If you are using UTTeleporters then I could help you. If UTPortal is some kind of custom actor, then I couldn't.

    So:

    1) Are you using latest version of the game?
    2) Rotation should work fine. Have you fully rebuilt path nodes? It's vital for correct teleporter functioning.
    3) Are you using two-way teleportation? Are Tag-URL pairs corectly named in each teleporter properties (teleporter1 - Tag=A URL=B; teleporter2 - Tag=B URL=A)?
    A simple scheme made in MSPaint with arrows would help me to suggest correct teleporter setup. You need to provide desired scene capture directions and desired facing directions upon exit.
    Tank for your precious replies

    **WREX user**

  5. #5

    Default

    - i don't fully understand the confusion here- maybe a discussion is in order..

    - One thing i that might relate to a fix = . ..
    * UT3 editor has many functions - such as "custom teleporters" - that do not have a "Sprite" assigned to them in there 'native code'.
    - I noticed this when making custom teleporters a few years back + was reminded of it recently.

    - you Could Extend the class you want; and add a "SpriteComponent"- a nice image that will allow you to visibly see the rotation
    - remember x,y,z are R,G,B Repsectively
    - and also the actor properties allow for the manipulation of the rotation in the category entitled "Movement"// allowing for easy manipulation

    - i also have a more complex solution - which is -
    * always build your map with the direction you wish to have your "scene capture" - facing the X-Axis; taken in to consideration.

    - wtf you say ??? how i do that you ask??
    * Copy and paste your whole map into a new file; and always make sure you rotate every item so that the end result is- when you place your custom teleporter it always faces X

    - example -
    imagine a player start that was unable to be rotated- it always defaults to X-axis facing; but if you were facing Y-axis in editor- you might forget that your playerstart is facing behind you and thus be facing a wall;
    - if i rotated my whole map around the player start- problem solved.


    - but like i said; im not sure what the confusion is...
    - i though DM-gateway was a sufficient example for custom tp's
    Last edited by TKBS; 05-27-2012 at 09:29 AM.

  6. #6
    MSgt. Shooter Person
    Join Date
    Jun 2009
    Posts
    398

    Default

    It's about UTPortal not UTTeleporters. I see the problem. However, there is this ViewDestination property of the SceneCaptureProtalActor. It might fix this issue.
    I think a proper workaround is to create 2 more Portals (as you suggested in a different thread, Vengaurd).

    The tutorial of the really working WarpZone in UT3/UDK
    http://forums.epicgames.com/threads/...one-in-UT3-UDK


 

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