Davva Mountain Range (DM-Davva)
- Gustavo6046
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Davva Mountain Range (DM-Davva)
vmyUnde6GtU
Hello again, folks. I am back, and this time, I got a whole new map for you!
I took an awesome terrain guide, and I'm quite proud to here present the results...
Davva Mountain Range
(DM-Davva)
Shouldn't require extra files. Terrain made 100% manually. Just put the attached UNR file in the Maps folder.
Good luck.
Hello again, folks. I am back, and this time, I got a whole new map for you!
I took an awesome terrain guide, and I'm quite proud to here present the results...
Davva Mountain Range
(DM-Davva)
Shouldn't require extra files. Terrain made 100% manually. Just put the attached UNR file in the Maps folder.
Good luck.
Last edited by Gustavo6046 on Sat Sep 29, 2018 9:47 pm, edited 7 times in total.
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Re: Davva Mountain Range (DM-Davva)
1) It's pretty.
2) How dare you make a nice looking map while I don't have a computer to play it on!
3) How's the bot pathing?
2) How dare you make a nice looking map while I don't have a computer to play it on!
3) How's the bot pathing?
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Davva Mountain Range (DM-Davva)
EvilGrins wrote:1) It's pretty.
2) How dare you make a nice looking map while I don't have a computer to play it on!
3) How's the bot pathing?
1) Oh, thank you!
2) I NEED to make nice looking maps. People know me because of shitty maps (see GusPack 1), but that will not be true this time!
3) It's pathed. Just path nodes, player starts, a teleporter, and a few pickups/weapons, but those do the job. I'm thinking about using DeathoX8's BotPathNodeUsage to investigate any possible issues with the network.
EDIT: Just a question, does this look better?
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Re: Davva Mountain Range (DM-Davva)
I did not use anything like that - irrelevant if Bot wants to hunt Player and he does need all Nodes, but... map has some borked point.Gustavo6046 wrote:I'm thinking about using DeathoX8's BotPathNodeUsage to investigate any possible issues with the network.
[attachment=0]DM_Davva.PNG[/attachment]
This is lost, routes do seems heavy in that spot - Editor opinion - game can go different but Editor does paths, I did not check the game yet for possible BSP troubles or other lost links, this is primary check. In future maybe I will write a better checker to see exactly what ReachSpecs are saying for a particular case...- EvilGrins
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Re: Davva Mountain Range (DM-Davva)
A bit, darker adds character but overt mixing of snowy and rocky may be a bit overdone.Gustavo6046 wrote:does this look better?
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Davva Mountain Range (DM-Davva)
Thank you Nelson (@sektor2111). I have noticed a few errors in the pathing (bots running in place), and I am currently performing effort to fix the situation. Please be patient.
@EG, I'm using a bluer tone of stone now:
EDIT: I am doing a RC for Version 2.
@EG, I'm using a bluer tone of stone now:
EDIT: I am doing a RC for Version 2.
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- DM-Davva.unr
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Re: Davva Mountain Range (DM-Davva)
Well it is looking good so far.
Keep going with it!
Keep going with it!
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- sektor2111
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Re: Davva Mountain Range (DM-Davva)
Yeah, keep releasing mismatch files. Didn't you post another the same named version ? Did we talk about naming stuff or not ?
Second the same named version has Not too much Navigable nodes, it doesn't seems better than previous. Quote by quickly checking Editor:
- PathNode17 - No purpose for being pushed higher
- PathNode19 - - // -
- PathNode26 - - // -
- PathNode33 - - // -
- PathNode35 - does this has a purpose over there ?
- etc.
Hints:
1 - You could set them as bCollidingActors and look at their cylinder then decollide them to default setup when are ready;
2 - In such terrain type environment set nodes with a lower collision before adding them in map, avoid moving them manually and let Goblin to put them as they have to. Default PathNode properties won't help in ramps because UE1 has DevPath optimized for Skaarj not for Bot - nothing was changed from Unreal to UT at this point, only a few small things.
3 - If some node doesn't show in a spot check the spot in game, if location is OKAY then set node bCollideWhenPlacing=False before adding it in that spot. You have to test later how is connected.
Goblin's fake news:
- PathNode 17 and 33 have a blue line between them but... both of them are listed as VisNoReachPaths to each-other which means that maybe only by flying you can travel there. Credit for such a crap goes at Epic. Like I said, a blue line means Scout can be moved here without touching Level but having Alien-Unknown physics type - PHYS_Falling, PHYS_Walking won't work here.
Lift is done correctly - here I have to say that you can teach a class about lifts to kick in balls a bit those grognards who think they know to setup lifts - by their guessing work. A single problem, ammo around lift don't seems very well connected with the rest, they are accessible only from top.
Second the same named version has Not too much Navigable nodes, it doesn't seems better than previous. Quote by quickly checking Editor:
- PathNode17 - No purpose for being pushed higher
- PathNode19 - - // -
- PathNode26 - - // -
- PathNode33 - - // -
- PathNode35 - does this has a purpose over there ?
- etc.
Hints:
1 - You could set them as bCollidingActors and look at their cylinder then decollide them to default setup when are ready;
2 - In such terrain type environment set nodes with a lower collision before adding them in map, avoid moving them manually and let Goblin to put them as they have to. Default PathNode properties won't help in ramps because UE1 has DevPath optimized for Skaarj not for Bot - nothing was changed from Unreal to UT at this point, only a few small things.
3 - If some node doesn't show in a spot check the spot in game, if location is OKAY then set node bCollideWhenPlacing=False before adding it in that spot. You have to test later how is connected.
Goblin's fake news:
- PathNode 17 and 33 have a blue line between them but... both of them are listed as VisNoReachPaths to each-other which means that maybe only by flying you can travel there. Credit for such a crap goes at Epic. Like I said, a blue line means Scout can be moved here without touching Level but having Alien-Unknown physics type - PHYS_Falling, PHYS_Walking won't work here.
Lift is done correctly - here I have to say that you can teach a class about lifts to kick in balls a bit those grognards who think they know to setup lifts - by their guessing work. A single problem, ammo around lift don't seems very well connected with the rest, they are accessible only from top.
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Re: Davva Mountain Range (DM-Davva)
Thanks for reporting those.
I will have a (named) Version III (DM-Davva-v3) coming, with the pathing as priority; for now, Only stabler files (guaranteed to work) will be put in the first post.
EDIT: Pathing fixed.
I will have a (named) Version III (DM-Davva-v3) coming, with the pathing as priority; for now, Only stabler files (guaranteed to work) will be put in the first post.
EDIT: Pathing fixed.
- Attachments
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- DM-Davva-v3.unr
- (732.03 KiB) Downloaded 55 times
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Re: Davva Mountain Range (DM-Davva)
Ahah, now let me quote some changes here in a temporary version which I modified for checking if it's suitable for monster-gaming.
- PathNode26 set back to normal height - was almost buried;
- a Navigable ramp has now paths;
- other nodes have been located to navigable spot rather than beyond ledges and normalized to default height placement;
- ammo around lift is accessible from down area as well;
- BlockedPath removed because it's pointless;
- InventorySpots are placed more friendly toward their inventories;
- Biorifle is being restored to normal collision - there is no reason to have it bigger at all;
- All Actors have been relocated to fixed X,Y,Z axis values using default Engine placement solution - this was my builder doing the job for me.
Play-Testing:
Bots are playing well, BotyMan3 tester doesn't do any mad behavior for human in bot suit. But... map won't reach in my gaming repositories. Somewhere at bottom nearby newer added cave entrance there is a nasty ledge causing BSP borks which are ruining game flow, I did not see that in first version. Maybe I have to manage fixing first version rather than next modifications.
- PathNode26 set back to normal height - was almost buried;
- a Navigable ramp has now paths;
- other nodes have been located to navigable spot rather than beyond ledges and normalized to default height placement;
- ammo around lift is accessible from down area as well;
- BlockedPath removed because it's pointless;
- InventorySpots are placed more friendly toward their inventories;
- Biorifle is being restored to normal collision - there is no reason to have it bigger at all;
- All Actors have been relocated to fixed X,Y,Z axis values using default Engine placement solution - this was my builder doing the job for me.
Play-Testing:
Bots are playing well, BotyMan3 tester doesn't do any mad behavior for human in bot suit. But... map won't reach in my gaming repositories. Somewhere at bottom nearby newer added cave entrance there is a nasty ledge causing BSP borks which are ruining game flow, I did not see that in first version. Maybe I have to manage fixing first version rather than next modifications.
Re: Davva Mountain Range (DM-Davva)
Nice map! Very well done!
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Re: Davva Mountain Range (DM-Davva)
Damn, this map is way too full on BSP. It has lots of cuts! I tried to patch it up, but I'll try to make another map instead.
inb4 I compete with makemeunreal for the most map threads in the world
inb4 I compete with makemeunreal for the most map threads in the world
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Re: Davva Mountain Range (DM-Davva)
Gustavo, I haven't played the map in UT (I don't think that I currently have UT installed) but good job on the good looking outdoor geometry.
If you're having BSP problems with this then there are some tricks you can use:
1. Make sure all verteces, even on the corners of nodes all rest on the grid. If you have two brushes which are intersecting each other, make sure the corners of the intersection also rest on the grid (because that defines where the corners of convex nodes will generate on a visible surface.
2. If you are using a large subtractive brush for your outdoor area with your terrain geometry integrated onto that brush, remember that additives brushes and subtractive brushes structure the partitions of a map. If you have mountains with open volumes behind them making the process of structuring the partitions of the map tricky, (while maintaining the brushmodels' valid UE structure in whatever modeling program you are using by ensuring that the whole brushmodel is a continuous solid form without gaps or holes) consider separating the occluding geometric feature into a separate brushmodel and then adding it as a semisolid. This will make the partitioning process less complicated for the editor engines compiling process.
3. If you cannot find the means to properly keep solid intersecting verteces (where two or more surfaces on one or more brushes which clip through each other) on the grid, consider using semisolids for all or any additive brushes which can cause problems here.
I can offer you an example of a rather large outdoor map (spare a few BSP holes on unrelated/indoor parts of the map which I hadn't really got around to giving much tender loving care to, but probably won't be able to for a while due to juggling multiple commitments) which practices some of these tricks, and actually fixed the BSP problems that once occured on the parts of the map which now uses them. Though, the map is Unreal Gold 227J exclusive (can't remember which specific version of J and above that it runs on, but if you're a betatester I'd just recommend looking at it with the latest version of J).
http://www.mediafire.com/file/begsffljd ... 1c.7z/file
(Example map only works in 227J for Unreal Gold).
If you're having BSP problems with this then there are some tricks you can use:
1. Make sure all verteces, even on the corners of nodes all rest on the grid. If you have two brushes which are intersecting each other, make sure the corners of the intersection also rest on the grid (because that defines where the corners of convex nodes will generate on a visible surface.
2. If you are using a large subtractive brush for your outdoor area with your terrain geometry integrated onto that brush, remember that additives brushes and subtractive brushes structure the partitions of a map. If you have mountains with open volumes behind them making the process of structuring the partitions of the map tricky, (while maintaining the brushmodels' valid UE structure in whatever modeling program you are using by ensuring that the whole brushmodel is a continuous solid form without gaps or holes) consider separating the occluding geometric feature into a separate brushmodel and then adding it as a semisolid. This will make the partitioning process less complicated for the editor engines compiling process.
3. If you cannot find the means to properly keep solid intersecting verteces (where two or more surfaces on one or more brushes which clip through each other) on the grid, consider using semisolids for all or any additive brushes which can cause problems here.
I can offer you an example of a rather large outdoor map (spare a few BSP holes on unrelated/indoor parts of the map which I hadn't really got around to giving much tender loving care to, but probably won't be able to for a while due to juggling multiple commitments) which practices some of these tricks, and actually fixed the BSP problems that once occured on the parts of the map which now uses them. Though, the map is Unreal Gold 227J exclusive (can't remember which specific version of J and above that it runs on, but if you're a betatester I'd just recommend looking at it with the latest version of J).
http://www.mediafire.com/file/begsffljd ... 1c.7z/file
(Example map only works in 227J for Unreal Gold).
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Re: Davva Mountain Range (DM-Davva)
Thank you for the suggestions! I bet they will help a lot while I try to fight the bugs.
EDIT: Much improvement has been done, for Davva v4! EDIT: Hotfix for the inescapable ledge. Davva v5.
EDIT: Much improvement has been done, for Davva v4! EDIT: Hotfix for the inescapable ledge. Davva v5.
"Everyone is an idea man. Everybody thinks they have a revolutionary new game concept that no one else has ever thought of. Having cool ideas will rarely get you anywhere in the games industry. You have to be able to implement your ideas or provide some useful skill. Never join a project whose idea man or leader has no obvious development skills. Never join a project that only has a web designer. You have your own ideas. Focus on them carefully and in small chunks and you will be able to develop cool projects."
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Re: Davva Mountain Range (DM-Davva)
I feel like you should remove the older versions or at least put the latest one on the 1st post.
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