That looks like a good plan! I look forward to the next revision!
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VCTF-RT-TrainCrossing v2
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So i just finished aligning the geometry of the level, managed to get rid of all bsp holes and create proper zoning.
Now when I'm looking from one side to another, my fps is ~50 with maximum fog distance and ~100 with minimum fog distance
[shot]http://i.imgur.com/EEMf3YJ.jpg[/shot][shot]http://i.imgur.com/GWZ4XOO.jpg[/shot]
Still need to apply cull distance to some meshes and align them, and add some more anti portals
Also, meowcat, why don't you answer to my messages?
I sent you an archive with cargo meshes and you didn't reply
edit: i need some help with this. when underwater, the fog has different color and skybox looks like a blue line. i tried putting a texture on the underwater part, but skybox is still visible in some parts
[shot]http://i.imgur.com/gu5fXsM.jpg[/shot]
edit2:
now i need even more help
editor crashes every time i try to rebuild the lighting but it doesn't crash if i rebuild all
General protection fault!
History: FPoly::SplitWithPlane <- FPoly::SplitWithNode <- FEditorVisibility::FilterThroughSubtree <- FEditorVisibility::FilterThroughSubtree <- FEditorVisibility::FilterThroughSubtree <- FEditorVisibility::FilterThroughSubtree <- FEditorVisibility::FilterThroughSubtree <- FEditorVisibility::FilterThroughSubtree <- FEditorVisibility::FilterThroughSubtree <- FEditorVisibility::FilterThroughSubtree <- FEditorVisibility::FilterThroughSubtree <- FEditorVisibility::MakePortalsClip <- FEditorVisibility::MakePortals <- FEditorVisibility::MakePortals <- FEditorVisibility::MakePortals <- FEditorVisibility::TestVisibility <- UEditorEngine::TestVisibility <- UEditorEngine::shadowIlluminateBsp <- UEditorEngine::Exec_Light <- UEditorEngine::Exec <- (LIGHT APPLY) <- UUnrealEdEngine::Exec <- WPageOptions::BuildLighting <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop
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downloaded this map, looks pretty cool (didn't test yet) but holy cow... 120 mb? O.O
The map could be smaller if you use less custom static meshes & textures, wasn't there any UT2004 static that would fit the remake? D:
Looks like you did a nice job anyway, i will test it soon.
Thanks!
Rampage
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Originally posted by UnShame View Postnow i need even more help
editor crashes every time i try to rebuild the lighting but it doesn't crash if i rebuild all
Hope it helps.
Thanks!
Rampage ^^
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it looks like there was something wrong with zones
i cut all zoneinfos and pasted them back, after that rebuilding the lights works fine
right now the map is 53.7mb, the archive is so big because there's a lot of files needed for custom vehicles that won't be in the next version and also i included all files second time, compressed in uz2
i'd suggest you to wait until i release the second beta version before downloading the map, the first beta is pretty terrible
the only thing that prevents me from releasing the second beta is that i don't have those meshes for cargo ship
can somebody help me with that?
i exported these meshes from ut3 but i don't know how to convert them
https://dl.dropbox.com/u/56263088/KargoMeshes.zip
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yay, managed to convert the meshes by myself
it's so easy, just installed 3ds max, run a script, imported the pcsx, applied the texture, optimized, exported as .ase, imported into the editor, then imported the texture and applied the it
expect beta 2 in the next few days
preview
[shot]http://iceimg.com/i/ca/e8/b14f2516f0.jpg[/shot]
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i tested the barge online and it works horrible
it teleports from one end to another and it's always way ahead of its' collision
and if i can probably deal with the collision issue by creating a simple collision for the static mesh and then adding a bunch of moving blocking volumes for boxes and other stuff on the barge, i have no idea how to fix that first bug
any ideas?
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Also one thing you might not be aware of: in the Build Options (a button next to the Rebuild All button) are some properties that you can change. For instance is it by default set to save lightmaps as DXT-compressed version. You should change that to RGB and also check the "Dither" option there. The reason why this is better is that DXT-compressed lightmaps are saved in addition to the RGB ones instead of them, so it only bloats the map file up while RGB would also give you better results and shorter rebuild times for lights.
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More than 70MB compressed for a single map? This better be good.
[edit]
I remember working (or planning to work) on a special JumpSpot class for Jump Boots, but I probably never put it online. (or even got it to work, can't remember. :S)
BTW: RoadPathNodes are meant to be used when you want to put PathNodes further apart than standard navigation points support. They are not really related to vehicles directly, just to the fact that vehicles will need much larger maps. Also I'm pretty sure you are using AssaultPaths incorrectly. For one, they are navpoints like PathNodes, so no need to place PathNodes around them. Secondly, AssaultPaths are meant to provide the bots with hints how to approach an objective. Don't plaster the entire path with them, only place them to mark a spot on one path of a route. You will also have to link them to the goal objective and specify, which routes the individual AssaultPaths participate in. On these routes, you need to order the AssaultPaths and give same-level AssaultPaths individual (potentially identical) weights.
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More than 70MB compressed for a single map?
Also I'm pretty sure you are using AssaultPaths incorrectly.
i guess i will remove the standard nodes near them then
Also one thing you might not be aware of: in the Build Options (a button next to the Rebuild All button) are some properties that you can change. For instance is it by default set to save lightmaps as DXT-compressed version. You should change that to RGB and also check the "Dither" option there. The reason why this is better is that DXT-compressed lightmaps are saved in addition to the RGB ones instead of them, so it only bloats the map file up while RGB would also give you better results and shorter rebuild times for lights.
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But still, I'd claim that no map ever needs more than 20 AssaultPath actors - yours has over 80. Place one per exit and properly set them up.
AssaultPaths are important for good bot support on any kind of map with objectives, except maybe Onslaught. I wonder why there don't seem to be any good tutorials about them...
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The map would also be a lot smaller if you had just left the meshes and texture from Downtown in their respective packages that I provided for exactly that reason. The thing with myLeveling is that you force someone to basically download the same stuff multiple times just by making a minor update to the map while it could be avoided. It also hogs more disk space if you keep multiple versions of the map around. And I have seen maps already gotten corrupted from the excessive use of myLeveling assets.
I just don't think that saving server admins one or two more lines to write is worth this amount of disk space and bandwidth waste for the end user.
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