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Dm-2on2-Warp, during the day and night

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    #46
    Oh, ok, like in your task manager? Thanks for the tip.

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      #47
      No no, he means the *.ini's which you can find under UT2004/system/... not the processes in the taskmanager and there you shall delete these three FewPosts listed. BTW all your configurations will be lost then.

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        #48
        Originally posted by Deadly Lycrish View Post
        Edit 2: Okay... I was almost done myleveling and replacing every static mesh, and now the static mesh browser kecked and froze itself. Jeez... I hate it when it does that. The only way I know how to fix it is by restarting the editor, but you guys said that if I restart it, I can loose all of the myleveled meshes on the map, but since I was almost done when it froze, almost every mesh has been myleveled! WTF! Can you help me? This is such sh*t! I didn't even do anything wrong or anything!
        If you didn't place the SM into your map and didn't save the map then you'll lose the static meshes. You'll probably have to reimport them or re-myLevel them.

        EDIT: BTW before I forget it: Weaponbase bug See second screenshot if you don't know what I mean. The weaponbase has the wrong texture. Can be solved by deleting all skins in the weaponbase properties: Display->Skins - Empty

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          #49
          :O! Holy jeez! They look so different! Man! XD I always have that skin bug- like- I was so used to it that the bases with these textures look more natural to my eyes than the proper ones! Wow... awesome

          By the way, I'm uploading the new zip file and will post it up shortly. So~ you guys don't even need the mesh pack(s)? That's really nifty.

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            #50
            Alright, tell me how it goes.
            http://www.filefront.com/17123447/DM-Warp.zip

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              #51
              Downloading...
              I'll test it tomorrow and give you an accurate feedback Right now I'm pretty tired because it's 3:45 AM here in Germany That's true dedication LOL

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                #52
                XDDD I hate time zones! They're like magnets. :3 *Shot* X)
                and thanks.

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                  #53
                  Something is still missing For some reason they still don't appear in the map browser.
                  Did you forget about the ShaneChruch package maybe? If you use textures from this package you have to myLevel them as well

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                    #54
                    Okay, I'm here with feedback for you
                    All in all I was very surprised how good this map is although there could be some fixes made.
                    First of all when I died I noticed that I could fall through almost the whole map until I hit a solid brush. To fix this you'll have to add karma collision for your static meshes. You can do that in the SMB and there you can set the karma collision - first of all set it to view karma collision and then you can set how many dots it should have. When a collision hull appears the SM has a karma collision.
                    Furthermore you should make some simpler collisions for the walls. IMO they are very complex and make walldodges really hard. In theory you could add bSimpleBoxCollision for your wall static meshes.
                    Then I would add more details, e.g. pipes into the corridor which leads from the small shield to the lift and some subtractions where the pipes are. They could be in a subtracted room in the wall where a fence is in front of it but then don't forget to make a blocking volume so that you don't get stuck there when you try to dodge there.
                    Don't forget about the weapon base bug!
                    You should align some textures a bit so that the match with the look of the object they're on. For example the texture on the last stair where the small shield is could be a bit moved so that the border of the texture is exactly on the edge of the stair.
                    BTW you should replace the Link Gun. This level is a bit small and the Link Gun is a too mighty weapon with its laser :/ You could replace it with either the Flak or the RL although I'm not sure if they aren't too mighty as well in such a small environment.

                    I think you'll find a nice weapon for it
                    I like this map. For some reason it reminds me of UT99 (not only because of the soundtracks)... I don't know what it is. Maybe gameplay and this small hallways.
                    I like maps in oldschool style (gameplay)

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                      #55
                      Thanks! I like maps that feel old school too. As you can tell, lol. If you want, you can give you a DL link later for a map that I made, that feels really classic in my opinion.
                      Yeah, I noticed that thing about bodies falling through the staticmeshes too. I will try to fix it later. What you told me about it seems really alien and new to me though, but I will try. Luckily, even if I don't end up being able to fix it, it isn't a huge thing that changes gameplay, but I will still try. I have wondered how to make SMs have different collision before. For instance, a lot of the junk SMs have simple box collision, so, a while ago, I thought that how I would do that by putting blocking volumes, and selecting those also along with what I wanted to turn into a SM, but that didn't work.

                      And yeah. I think that a big difference between UT99 and UT2K4 is that... well... UT2K4 is just way bigger in general, and UT99 feels way more close quarters on the account of it having way more close quarters. lol

                      Okay, and thanks for playing.

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                        #56
                        You can set simpleboxcollision in the SMB
                        Karma collision might be important I think. Kognefaure made his Ragdoll: Madness mutator which needs karma collision else you'll fall through the ground or through the walls when you feign death. BTW don't forget to set karma collision for movers as well! You have to do that this way: First of all the static mesh needs karma collision (as I said you can set it in the SMB->View->show karma primitives, this way you'll see if there is a collision hull; set the collision there as well. When a wireframe around the SM appears the SM has karma collision) then you open the mover properties and go under Collision->collide karma=true.
                        That was all. Now your Mover and static meshes should collide with karma objects.

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                          #57
                          I'm setting some collision now. (I already knew the part about setting the karma to true on the movers) But it looks like I can only set basic shapes. That's good in most cases, but I can't walk through any of the walls that have doorways. Should I set all of the walls with doorways' collision to bBlockNonZeroExtentTraces to false, and then surround the walls with blocking volumes, leaving a hole so that the player can walk through the door? Jeez, it all used to be so simple Dx

                          Edit: Jeez, it should NOT be this hard or complicated.

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                            #58
                            TerrainInfo>collision>surface= EST Rock Then test it and shoot rox at the ground.

                            If you get the map to a state to where it's not relying on any external pacakges for you, I'll have a look and give you a facelift if you so desire. I've doen this for other mappers in the past and sometimes it makes a huge difference in the overall visual appeal. It will also show you with your own baby how to go for the throat on visuals up ta you my man.

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                              #59
                              Hey all, sorry for leaving on a sour note on my end. I was caught up starting another map!~ hee... :3

                              Back on topic:
                              Hm~ I've gotta say that I don't know what you're really talking about FewPosts, but thank you for being friendly and lending a helping hand.

                              Also, I know that this is off topic again, but would anyone here like to see a screenshot of the new map I'm making? I'm quite impressed with it so far.

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                                #60
                                Open a new thread with your wip-map ^^
                                FewPosts means that you have to open the properties of the TerrainInfo actor and go under collision and set the surface to EST_Rock. If you don't know what it does: the footsteps sounds change and effects when bullets and rockets hit the terrain change as well. That looks way better and sounds better
                                If you have still problem with the doorframe: Delete the karma collision, make a blocking volume with the 2D shape editor and add it to the map at this place where the frame is. You can set it to blocking volume->block classes and set the class to xPawn. This way only bots and players and ragdolls will collide with the volume

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