*The Relic Bible*

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Miauz55555
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*The Relic Bible*

Post by Miauz55555 »

I made some Emitters with the hud icons and the colour (nearly) from the relics. Just a flat texture.. I wantet a rotating triangel.. so 3 from this textures rotating arround the relic.. but I couldn't figure out how to rotare the texture. It has to be a combination from rotation and revolution.. but that rotaion thing dosn't work for me.. maybe someone know how to do that?

A small two room map with all relics and different pick up bases:
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GLoups!
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*The Relic Bible*

Post by GLoups! »

I manage to trying rotate this texture in the right way, but it seem that is not workable, may be because there's no pivot on a texture (or not at the right place) and the revolution seem to work around the offset of it, i have been able to rotate all ways but not the good one, revolution/rotation/velocity/location/Direction/Time ..... :faceslap: works togethers and we need Einstein for this problem :lol:

So there's an alternative, i made a Static_mech (only 2 triangles) and apply the Relics textures with modifying color (i took what you have in the emitters colors) and blending it for make it two side and for apply opacity.
All this on a ClientMover (may be more optimized for server) that has is physics to MovingBrush, for the others types of Relics you just have to change the mover skin.
I made only two of them but it's not too hard for making the rest : just duplicate the textures (FinalBlend and ColorModifier for each ones) with new names and change to the good Materials furthermore change the skin of the movers.
You can change the rotation rate in mover properties Movement/RotationRate/Yaw.

- The Relics pickups are not spawning, you seem to use the ArenaMaster mod, don't know what is going on.

Here's is the try i made: DM-RelicEmitterTest_1

Edit: I did not realize right away that you wanted a triangle, i can change the mover to a triangle if it's ok.
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GLoups!
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Re: *The Relic Bible*

Post by GLoups! »

Here's the try with three faces, you can adjust the DrawScale3D:

DM-RelicEmitterTest_2
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*The Relic Bible*

Post by Miauz55555 »

Hey GLoups,

thank you. Don't know why the defaulte is TAM, I just put a "DM-" infront of it when saving.

Maybe use your flat two triangel SM with a mesh emitter and the texture. Would that be posible, or what is better in point of performance?
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Post by GLoups! »

Miauz55555 wrote: Don't know why the defaulte is TAM, I just put a "DM-" infront of it when saving.
Hey Miauzz, Level Properties, LevelInfo/DefaultGameType: 3SPNv3141.ArenaMaster in use.
Miauz55555 wrote:Maybe use your flat two triangel SM with a mesh emitter and the texture. Would that be posible, or what is better in point of performance?
The thing with a MeshEmitter is that you'll have to find a way to change the colors/skins, in any case ClientMovers or Emitters, unless you use around a hundred of them you should not experienced any performance issues, you can always use culldistances, btw just a thought, by tweaking with a ScriptedTrigger (via a NetWorkTrigger) it should be possible to make the emitter disappear or the mover (if you add a second key to it), while removing the display of the relic itself.
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Re: *The Relic Bible*

Post by Miauz55555 »

However that "3SPNv3141.ArenaMaster" sneeked in.^^

You mean using the relic as class for a toggled-trigger and than use a scriptedTrigger which moves the mover out of sight and toggle the emitter when there is no relic?
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Post by GLoups! »

There's lots of possibilities , (btw the NetWorkTrigger is only needed for emitters toggled on server, not for movers, and to be used with economy), a simple Trigger at the Relic's location can be used for display the event (ex:MyEvent1) which active the SriptedTrigger (Action_WaitForEvent), the toggle can be done by triggering the mover or the emitter (Action_TriggerEvent :MyEvent2), then using Action_WaitForTimer (Time in seconds needed for the Relics to respawn) before retriggering the same event (Action_TriggerEvent :MyEvent2).
Using the relic as class for a toggled-trigger i don't know how (never trying).
Then, all is possible, moving the mover out of sight and (Or?, may not be needed to have twice) toggle the emitter when there is no relic or make the relics invisible, using an invisible SM for the pickup, something with only 2 triangles with invisible shader texture for the material, because we don't want to recompile the .u file, and use the mover/emitter as a replacement, you can even make a combination of all, and use one for the replacement and one when there's no relics :ugeek:
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Post by Miauz55555 »

I made the triangels for all Relics which are working online for ONS without the mutator enabled. (The adrenalin relic is also working, but not in ONS.) Thanks for that GLoups!
Made the culldistance matching the one from the relics, all collisions set to false, rotationrate in oposite direction as the relics. It's looking fine.

I tryed the class-trigger thing, but it wasn't working as I thought. Maybe I made something wrong. The timed-trigger (every normal trigger) has the problem that if you have a relic it will trigger, but the relic is still there.
DM-RelicEmitterTest_4.7z
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GLoups!
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*The Relic Bible*

Post by GLoups! »

Hey Miauzz, response delayed because i have to see this more in depth:
Miauz55555 wrote:... The timed-trigger (every normal trigger) has the problem that if you have a relic it will trigger, but the relic is still there.
DM-RelicEmitterTest_4.7z
Of course :bam:

So finally the simplest thing to do is to to put the event name of the movers in the Relics pickups themself and replace the ClientMovers by normal Movers, seems to be better for online play, dunno if clientmover work, i have somes issues while testing and ended things as it is, may be will try any furthers days.
The link below for the hiding movers:
DM-RelicEmitterTest_5
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Miauz55555
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*The Relic Bible*

Post by Miauz55555 »

I think it's fine. Thank you GLoups! :cheers:
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