Ons-Urbanstrike

Anything about UT2004 mapping, Uscripting & more
Post Reply
User avatar
GLoups!
Posts: 574
Joined: Fri 3. Feb 2012, 17:57
Description: Just play for fun.
Location: Fr

Ons-Urbanstrike

Post by GLoups! »

Hello ceonss, a few weeks earlier Cat test this map, but it seem that a little rearrangement is needed. As i don't want to p.m directly like that everyone can say what his thoughts.
So it's here whith some improvements:
Ammunition locker filled (shocks and lgs), replace olds badgers by mkII, deleting tanks (wtf!) and add the draco via UltimateOnsFactory from Crusha-k-Rool (it respawn once with two times for the raptor)
-Btw Ultimate mapping tool is an Excellent work - Very thank you Crusha !
I don't modify the rest of the map because: one: i have already a lot of work here - two:i don't think the map creator is either agree that i disfigured his map :mrgreen:
If cat want to test it -Even momentarily- this is the link :
http://www.mediafire.com/download/c4xd9 ... trike5.rar
User avatar
Cat1981England
Posts: 2326
Joined: Mon 23. Aug 2010, 16:35

Re: Ons-Urbanstrike

Post by Cat1981England »

GL you're my hero! :clap:

I'll play a few rounds over the next few days, see how it plays, and will report back :thumbup:

----------------------

On a quick side note, over the last few years Heinz and Peg have been searching the internet high and low for quality maps for CEONSS, and the chances of us finding any more are slim-to-none. The only realistic way we are going to get more high quality maps on the server is by following the fine example set by GLoups, Kentaro, Peg and a hand full of other and start editing.

There are a large number of maps out there which could possibly be introduced to the map roster with a small edit. The Boss has given us a list of editing recommendations already in his map review conclusions which you can find here. If anyone has any question or gets stuck on something you only have to ask here and I'm sure there will be plenty of help coming your way.

:weneedyou:
The Universal Declaration of Human Rights, Article 1:

All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
User avatar
Cat1981England
Posts: 2326
Joined: Mon 23. Aug 2010, 16:35

Re: Ons-Urbanstrike

Post by Cat1981England »

Nice work GL :thumbup: it's a lot of fun to play and feels a lot more balanced. Still not sure about all those teleports though, I often get lost :lol:

The only thing this map needs now is an optimisation. If anyone feels like giving it a go at some point in the future, please post a link here and we'll give it a look :thumbup:
The Universal Declaration of Human Rights, Article 1:

All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
User avatar
GLoups!
Posts: 574
Joined: Fri 3. Feb 2012, 17:57
Description: Just play for fun.
Location: Fr

Re: Ons-Urbanstrike

Post by GLoups! »

OMG you are right Cat, what about change antiportals sheet by normals whit BSP brushes in it?
The author spend a lot of time optimizing collisions - may be he realized something at this point (optimization) -
On this subject I discovered a great tutorial but there's something that is isn't clear :
I quote
When EnableCollision is True for a material, all the triangles of the mesh that are textured with that material will be used for collision calculations. This means that the collision calculations will be based on exactly the triangles you see. This will sometimes be the same speed as but in most cases slower than using simplified collision models because there will be more triangles to calculate collision for.

Memory Concerns

Other than speed, there is a memory gain to be had by using collision models and not material collision. Even if the material collision is not being used, if EnableCollision is TRUE, collision data for the material is stored in the static mesh. With a large number of static meshes this can lead to a great deal of wasted memory. This Xbox memory optimization document talks about the memory savings associated with static mesh material collision. While the document focuses on Xbox, the memory savings are true for all platforms. In general, if you are using collision models for all types of collision (see Step 2 for more details),make sure you turn off material collision for all materials.
I saw that it isn't the case on Urbanstrike, the autor seem to use Kdop and collisons box without turning off the collision for the materials: is someone can help me to understand this point it should be great ;)
In the same way while using Blocking volume, does it better to turn off collisions in the array menu of static meshes properties or in the materials?

This tutorial:

http://udn.epicgames.com/Two/StaticMesh ... rence.html

BTW I'm going to try antiportals first.

Edit:

Why there's is no Karma collisions? does it's the problem? :
collisions.jpg
collisions.jpg (65.65 KiB) Viewed 8878 times
After refresh karmas collisions.
karma collisions.jpg
karma collisions.jpg (59.63 KiB) Viewed 8878 times
does it need to be refresh?

a bit technical but I think necessary.

Edit2: i change my first sentence because there are effectively antiportals as green sheet.
User avatar
Pegasus
Posts: 1321
Joined: Wed 4. Nov 2009, 23:37
Description: ONSWordFactory
Location: Greece

Re: Ons-Urbanstrike

Post by Pegasus »

The whole point of using blocking volumes for collision instead of the the st.meshes' own ones is to simplify calculations and, thus, improve CPU performance (good for clients, better for the server). At the core of that assumption, however, is that something more complex (the geometric arrangement of the st.mesh's numerous surfaces) gives its place to something more simplified (a parallelogram blocking volume). When you choose to convert a st.mesh into a brush in order to use that as the enveloping bl.volume, you end up with a shape that's just as complex as the one you were trying to replace, practically improving nothing. The fact that there's 133 of those in the map, as well as that the enclosed st.meshes' collision properties(the 5 in the Collision category) haven't been toggled off makes me wonder whether you've added to the strain instead of gained anything at all. Also, customizing stock st.meshes' own materials' collision settings and volumes will only result in you needing to myLevel them first (otherwise you risk altering their packages), which bloats filesize for no good reason. You may want to try checking out some older, more established maps that use the same urban theme and st.meshes to see how they use blocking volumes - maps like Urban, Minus or Nevermore.

Btw, I have to agree that navigating this map (without a flyer) is a confusing experience and I doubt players would be able to memorize the multicoloured teleporter system to effectively benefit from it, unless the entrances-exits arrangement is simply based on proximity, in which case the colours only add to the confusion, but I didn't check that thoroughly. The fact that the custom effect used for the teleporters is the same one as that of active, neutral nodes' is a pretty baffling choice too, esp. for the orange/yellow ones :s.

Lastly,
GLoups! wrote:[...]Edit2: i change my first sentence because there are effectively antiportals as green sheet.
Umm, green sheets are typically zone portals (they block view in the 3D viewport mode when Realtime Preview is disabled), not antiportals which are coloured orange by default. ZPs need to touch BSP on all sides and separate different BSP-defined zones (and rebuilt after such changes) to have any effect though, so I doubt they help much as they're used in this map. Properly shaped AntiPortal actors inside buildings would certainly help performance by occluding geometry and relevant actors behind them though.
Eyes in the skies.
Image
User avatar
GLoups!
Posts: 574
Joined: Fri 3. Feb 2012, 17:57
Description: Just play for fun.
Location: Fr

Re: Ons-Urbanstrike

Post by GLoups! »

Antiportals Dria-style looks better..
newantiportals.jpg
newantiportals.jpg (154.61 KiB) Viewed 8863 times
Note : the static meshes are already myleveled with collisions box but i'm not sure they are effective ..
Post Reply