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| BE map making advice http://www.runestorm.com/forums/viewtopic.php?f=68&t=35729 |
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| Author: | BlackEagle [ Fri May 04, 2007 4:17 am ] |
| Post subject: | BE map making advice |
Ok who wants to know how to make a map... well i can help you with your many questions... and show you the basics so you can make maps like me...
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| Author: | Captain Xavious [ Fri May 04, 2007 4:55 am ] |
| Post subject: | BE map making advice |
Hmm... I'm sure I can come up with quite a few questions eventually, but for now I'm coming up blank. |
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| Author: | Bulska [ Fri May 04, 2007 5:55 am ] |
| Post subject: | BE map making advice |
1. How to make Karma Ragg Dolls? I forgot how to make one... I knew once. I know how Karma actors work, but whats the model for a Ragg doll? 2. How come that some Surfaces of a brush will not be effected by any light actor? I've seen this bug alot and I wish to get rid of it. Perhaps you dont know it. |
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| Author: | BlackEagle [ Wed May 09, 2007 3:50 am ] |
| Post subject: | BE map making advice |
Bulska wrote: 1. How to make Karma Ragg Dolls?
I forgot how to make one... I knew once. I know how Karma actors work, but whats the model for a Ragg doll? 2. How come that some Surfaces of a brush will not be effected by any light actor? I've seen this bug alot and I wish to get rid of it. Perhaps you dont know it. OK... now rag doll objects are not made in the editor but instead have to be coded i wanted bruce in my deadly shores map to be one but i fond out that you need to code one so i would advise not tryinging it..... As for the lighting well it sounds like your model may not be lit in some places because the vertecies are covered with some other thing .... see for lighting to work on models you must make sure that its vertecies are visible to the light (ie) make sure they are not covered with another object that oclludes it.. say you have a cylinder with its bottem vertecies are encased in a rock right and the top are out in the open then the very top will be lit but the bottem will be black... |
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| Author: | Bulska [ Wed May 09, 2007 8:18 am ] |
| Post subject: | BE map making advice |
no you dont mean with what I mean with that lighintg bug. There is only a brush and a light. and the light has no effect on the brush. It once had, I added nothing, and suddenly its black. |
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| Author: | KylinRage [ Wed May 09, 2007 4:52 pm ] |
| Post subject: | BE map making advice |
Bulska wrote: no you dont mean with what I mean with that lighintg bug.
There is only a brush and a light. and the light has no effect on the brush. It once had, I added nothing, and suddenly its black. I think I can answer that. If you're saying that you have a brush (let's say a cube), and that you have a light OUTSIDE of the brush, and nothing else is surrounding this cube, your light won't show. I have some questions. 1. How exactly do you do a special lit object? I attempted it once, but it didn't work for me. 2. Where are the teleporter emitters used in game, and what do professionals use as a reference point for one-way teleporters? I use notes .
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| Author: | Yokelassence [ Wed May 09, 2007 6:03 pm ] |
| Post subject: | BE map making advice |
Bulska wrote: no you dont mean with what I mean with that lighintg bug. There is only a brush and a light. and the light has no effect on the brush. It once had, I added nothing, and suddenly its black. You did remember to rebuild the lighting did you? You must rebuild lighting whenever you add or move a new object or else it is ignored by the lights. On that topic: Is there a way you can get a light to deliberatly ignore a brush or static mesh? Also: moveable and destructible objects exist in both UT2004 and UT99 but I could never get them to work. How do you do it? KylinRage wrote: 2. Where are the teleporter emitters used in game, and what do professionals use as a reference point for one-way teleporters? I use notes
.I take it you are asking how teleporters emmit special effects. The answer is they dont. Teleporters are usualy slapped underneath a normal emmiter or a mesh to create teleporter effects. But the tele's themselves never emmit anything. As for references: Teleporters must lead to another teleporter. To make it one way, just dont specify a teleporter destination for one of the tele's. The result is one will take you somewhere, the other ignores you. |
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| Author: | KylinRage [ Thu May 10, 2007 8:58 am ] |
| Post subject: | BE map making advice |
KylinRage wrote: 2. Where are the teleporter emitters used in game, and what do professionals use as a reference point for one-way teleporters? I use notes .I take it you are asking how teleporters emmit special effects. The answer is they dont. [/quote] I KNOW that, I'm asking what the names of the emitters are that usually go along with the teleporter, like those flying red sparks or somethin'. |
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| Author: | Yokelassence [ Thu May 10, 2007 5:55 pm ] |
| Post subject: | BE map making advice |
Oh, sorry Unfortunately I'll be darned if I can memorise all those names, the best I can recommend is going into DM-Phobos2 and copy that emmiter used for the teleporter effects. It has both the flying sparkly things and the nice looking elevating pad grate. From what I know you can recolour, reshape and redirect those emmiters to your own ends. So you dont have to stick with the Phobos style But rarely do I ever see a standard for teleporter effects used by the best map makers anyway. They all create their own effects. I myself create a brand new teleporter effect for every map I build. |
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| Author: | Bulska [ Fri May 11, 2007 7:30 pm ] |
| Post subject: | BE map making advice |
Can you make teleports MOVE ingame? If so, how? I've tried it with attaching it to a mover. That didnt work... |
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| Author: | ShadowBlade [ Mon May 14, 2007 3:45 am ] |
| Post subject: | BE map making advice |
Ok special lit objects require you to set special lit to true under an objects lighting properties and same on the light of your choice.... As for moving teleporters ahahhahahah no only with lots of Coding will that ever be possible as long as the engine supports it.. And emmiters are simple things well sorta just learn a little and you will be able to change color movment and other things with easy there very basic things... This is BE speaking btw... |
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| Author: | Yokelassence [ Mon May 14, 2007 5:02 pm ] |
| Post subject: | BE map making advice |
I wrote: On that topic: Is there a way you can get a light to deliberatly ignore a brush or static mesh? Also: moveable and destructible objects exist in both UT2004 and UT99 but I could never get them to work. How do you do it? Any word on these aspects? |
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| Author: | BlackEagle [ Fri May 18, 2007 8:05 am ] |
| Post subject: | BE map making advice |
Ye about unlit objects... under its display properties set bUnlit to true that will make it lit like it looks in the static browser...
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| Author: | Bulska [ Fri May 18, 2007 10:05 am ] |
| Post subject: | BE map making advice |
is it possible to make triggered teleporters? if so... how? |
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| Author: | Yokelassence [ Fri May 18, 2007 7:22 pm ] |
| Post subject: | BE map making advice |
BlackEagle wrote: Ye about unlit objects... under its display properties set bUnlit to true that will make it lit like it looks in the static browser... ![]() Unfortunately while the object is unlit it will still interfere with the light casting. In other words it casts a shadow. I was hoping that the light passes through the static mesh or brush, lightning up anything behind it. Bulska wrote: is it possible to make triggered teleporters?
if so... how? You can make triggers teleport you, sadly I dont remember how. I am not sure teleporters themselves can be activated/deactivated, but what you could do is trigger a door to block/allow access if that helps. |
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| Author: | Bulska [ Sat May 19, 2007 3:32 am ] |
| Post subject: | BE map making advice |
I know all about movers and how to trigger them.
Perhaps teleports have the ability to be activated and deactivated. I'm going to try it with a trigger to activate one, and else I would look up the properties to see if there's anything like 'btriggered=true' |
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| Author: | BlackEagle [ Wed May 23, 2007 3:57 am ] |
| Post subject: | BE map making advice |
Ye to stop objects from casting shadow set bShadowcast to false under its display properties.... And teleporters hmmmm i think you can trigger them... i dont use them much but it should be possible, the old ones used to...
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| Author: | OCAdam [ Wed May 23, 2007 6:33 pm ] |
| Post subject: | BE map making advice |
To make a teleporter that uses the Use key.... I believe it involves use of 3 things. Use Trigger, a Target, and soemthing else... You have to set the event of the Trigger to a name, and the Target will need the tag of the Trigger event. Thenyoy have to make it teleport you there.... There a tut on this somewhere.... I used this before on one of my maps.... Try UnrealWiki! |
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| Author: | Yokelassence [ Wed May 23, 2007 8:04 pm ] |
| Post subject: | BE map making advice |
Assault has a specific trigger that teleports you when you press the use key within its radius. Could that be modified to work with other gametypes? |
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| Author: | BlackEagle [ Fri May 25, 2007 4:13 am ] |
| Post subject: | BE map making advice |
Ok to make a teleport actually teleport you place a teleport trigger where you want to be taken to and then give it a tag name under its events tab..then place another teleport trigger where you want the teleport to be and set under its teleport tab i think it is then set its URL box to have the same name as your first teleport... |
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| Author: | Yokelassence [ Fri May 25, 2007 8:56 pm ] |
| Post subject: | BE map making advice |
Hey BE, I tried your idea and looked for the bShadowcast property It was already set to false on the brush that I wanted lights to ignore. Still it blocked incoming light. I think shadowcast only applies to pawns. |
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| Author: | BlackEagle [ Mon May 28, 2007 4:21 am ] |
| Post subject: | BE map making advice |
If your using BSP its not going to work i dont think you can stop shadowcast for BSP....I sugest you start learning about static meshes...They are much more user freindly and have many options and look better aswell as SIMPLE... |
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| Author: | Yokelassence [ Mon May 28, 2007 7:17 pm ] |
| Post subject: | BE map making advice |
I will try converting the brush to a static mesh then. Dont worry I am very familiar with static meshes. Although I have never made my own before. [edit] Just wanted to say I tried it and it worked. Thanks BE |
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| Author: | BlackEagle [ Fri Jun 01, 2007 4:36 pm ] |
| Post subject: | BE map making advice |
good to know i can help (and if your familiar with statics maybe you Should take the time to learn some modeling if you want to do maps with alot more work involved)... |
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| Author: | Yokelassence [ Fri Jun 01, 2007 5:16 pm ] |
| Post subject: | BE map making advice |
Hmm well since I am working on my own weapon efforts it might pay to know about modelling as well. Alot of my maps salvage existing static meshes. Although I can easily shape and texture them to match the map theme, having preset shapes can only get me so far... What is the recommended modelling program? |
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| Author: | Captain Xavious [ Fri Jun 01, 2007 5:57 pm ] |
| Post subject: | BE map making advice |
Check out www.Blender.org It's can compete with all the major modeling programs out there and at a fraction of the cost. Er, more like no cost.
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| Author: | BlackEagle [ Mon Jun 04, 2007 5:15 am ] |
| Post subject: | BE map making advice |
Yokelassence wrote: Hmm well since I am working on my own weapon efforts it might pay to know about modelling as well.
Alot of my maps salvage existing static meshes. Although I can easily shape and texture them to match the map theme, having preset shapes can only get me so far... What is the recommended modelling program? Ah welll i use 3DSMax so you can use that or Blender or even Maya but it does not realy matter...
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