MinusTankMeUp

Anything about UT2004 mapping, Uscripting & more
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GLoups!
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Re: MinusTankMeUp

Post by GLoups! »

Maniac wrote: EDIT2:
Is there a neat way to find references to missin resources? It says some cubemap texture is missing, and I want to change it or at least remove it, but I can't find where is it.
There are stocks textures of ut2004 (eg shaders) who have in their properties of the Cubemap or TexEnvmap that do not exist or have been forgotten by Epic, hard to know which ones without removing each of shaders, combiners etc. one by one up to make disappear the warning message, which is moreover without effect except that the offending shader/texture will not have its cubemap or TexEnvMap and that the missing material will simply be replaced by 'none'... as if you want to paint a wall with an empty pot of paint. ;), mappers usualy forgot the warning.
Maniac wrote: - there are some AI scripts on map - anyone knows what is its purpose and is it working at all?
When you put an UnrealScriptedSequence in the map, unrealed put automatically an AImarker, on this map there are 17 UnrealScriptedSequence = 17 AImarker (or AIscripts).
All the UnrealScriptedSequence have their default properties IE MoveToPoint and WaiTforTimer=3sec, just to tell bots : "Go there and wait 3sec, and if you see an enemy, shoot him", little be use (with default values) to make camping of bots, and even saying them with what weapons they must do. I'm not sure they really serve to something here.
Cat1981England wrote:
Unless it's a square or rectangle converting anything more complex in the editor is generally not a good idea, no harm in trying though. If you do convert and decide to keep them as Static Meshes then you should place Invisible Collision Hulls inside the anti portals, just make them a little smaller.
Interesting, of course it is better to make its own static-meshes on a program like 3dmax or blender, especially if they are complex, ie they will always take less space in memory if you need to use dozens of times (unlike BSP), and which are easy render by the engine.
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GLoups!
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Re: MinusTankMeUp

Post by GLoups! »

Maniac wrote: - ... pls reply which vehicles would you like to see on this map
There's a Fire-tank, on the ONS-[Omni]-FullVehicleLoadout-2013, a little more powerful and with a different alt-fire.
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Maniac
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Re: MinusTankMeUp

Post by Maniac »

2GLoups: thanks for reply, noted

2Everyone: All of a sudden I have problems with jumppads: it looks like their push velocity is limited. I tried to create one to launch player from base roof corner to the big building that corner points to, and with any trajectory and ZMod it launches to not full distance (to building wall with ZMod=1, and high above base but with very low horizontal movement with ZMod = 3).
Is there a limit on velocity or is it me doing something wrong?

EDIT: to add a bit to the antiportals discussion: pls chek out the CTF-Faces (Classic) - the AP's are really strange there. They are planes, not volumes - and not even connected to each other. It is strange to see such thing on an official map.
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Maniac
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Re: MinusTankMeUp

Post by Maniac »

v 0.7 out

- added jumppads from base to roof near 5/7 and some weapons on roof, also EMPs on lower roof
- changed cull/fog distance, but it needs testing - still seeing meshes appearing from nowhere
- removed AI markers, seems that AI doesn't mind
- removed some antiportals near map borders (thx 2 Cat for pointing it out)

EDIT: Hooray! Projector texture CAN be changed from script, it all goes down to
proj.DetachProjector(true);
proj.ProjTexture = Texture'myLevel.Alpha.light_512_square';
proj.AttachProjector();
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Maniac
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Re: MinusTankMeUp

Post by Maniac »

v 0.71 out:
- added 1 flickering streetlight and 1 static streetlight, check them out pls. Both are on road to the right from Blue Base exit, also can be seen from base roof.
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Cat1981England
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Re: MinusTankMeUp

Post by Cat1981England »

Very nice Mani :thumbup: Subtle, but adds a lot to the atmosphere. Will be nice seeing what it looks like with all the street lights like that.
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Maniac
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Re: MinusTankMeUp

Post by Maniac »

V 0.8 / v1a(alphaca) is out! Please test for balance until it's too late!
Changes:
- brand new vehicles setup
ToDo list (remaining tasks) for now:
- health kegs on some nodes;
- some jumppads for faster on-foot travel
- streetlights (still thinking on their positioning and count)
- replacing AVRiLs with GLoups!'s AVRiL v2

I took a peek on skybox/skyring and changing buildings to static meshes and decided not to touch it because of lack of skill, anyone who can do it is welcome to fix this.
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GLoups!
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Re: MinusTankMeUp

Post by GLoups! »

I can have a look to the skyring if you want, because it's more dificult for me to explain now (time), may be tomorrow , as Pegasus already send out a warning about the S2, don't put if on the weapons-locker but treat it as a super-weapon on a NewWeaponBase, somewhere (1 to each side for example), and you can let the normals avril on the lockers.
Before replacing buildings by static-meshes (just see before if the performances are acceptable) it is preferable to wait for the skyring, because it will pose the problem of disappearance with cull-distance , skyring,fog,culldistances,static-meshes,skybox are a whole to settle in its entirety.

Note: the paths are not build in the last version.
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Maniac
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Re: MinusTankMeUp

Post by Maniac »

Thanks, that would be great! I haven't had any performance problems on this map, but If you can improve it - do it please. I am not confident enough to try optimizing performance, also my PC is capricious and I can't really check if FPS changed in stable way.
Rebuilt & reuploaded map, pathes should be OK now.
About AVRiL: I'll decide about it after getting some feedback, seems to be enough firepower now to add more superweapons.
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GLoups!
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Re: MinusTankMeUp

Post by GLoups! »

Hello Mani :) skyring is ok, i put the fog end distance to 15000 like the original map, you can judge by the performance, if it is useful to lower the value.
I just convert 3 sort of static-meshes, New in mesh browser, think it's enough.
I suggest you to take somes screenshots of the night version, for the instant-action mod, same way you're already done for the cubemaps .

The last version.
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