i) is there anyway to make something "one-way" collision? I'm trying to make a bot use the impact hammer to reach a far spot; of course he does it by standing and then launching, instead of dodging. That's normal behaviour, so I added a kicker to simulate the thrust. the only problem is that the kicker works, of course, everytime the bot bumps into it. I guess the more complete question would be: how to simulate dodge and hammers in bots? (ps on this: probably the best solution would be to put the goodies in a better spot, and that's prob. what i'm going to do; but maybe there's a way, who knows)
always related to the same question: how about a suspended "nebula" bridge that can only be "collided with" from above? kind of like a magic path or something
ii) so let's say I have a cube. I want to add a decoration on the wall using a sheet. I can't. the sheet gets sucked inside the wall, isntead what I have to do is use an additive or subtractive brush and apply the new texture to the little carving (or the little bump if it was additive). Am i doing it wrong, or it's actually supposed to be this way?
iii) does changing the order of brushes mess up with the lighting at all?
thanks
Three questions about mapping
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Re: Three questions about mapping
I) Concerning a "one way collision" I might have an idea: How about you make an invisible mover, that can only be triggered from one side (so make the trigger radius small enough)? Via the textures properties you can make all surfaces of this mover invisble.
II) Indeed, sheets have to float freely. If you place them just a few units away from the wall, it wont be noticed that theres a space between the sheet and the wall. There is also the option that you can use a "Panel" from the Decorations. If you add one of those, you have to go to "display" of its properties browser and change the "Texture" (and probably the "Style" which is translucent by default).
III) I am not aware of anything lighting-related being affected by ordering. Just to be sure, you can easily "select all Light" if you have a light selected, and order all of them at once to last.
II) Indeed, sheets have to float freely. If you place them just a few units away from the wall, it wont be noticed that theres a space between the sheet and the wall. There is also the option that you can use a "Panel" from the Decorations. If you add one of those, you have to go to "display" of its properties browser and change the "Texture" (and probably the "Style" which is translucent by default).
III) I am not aware of anything lighting-related being affected by ordering. Just to be sure, you can easily "select all Light" if you have a light selected, and order all of them at once to last.
10-Year Anniversary on Jun 08, 2019.
Re: Three questions about mapping
Alternatively that is possible by Brush Sinking.der Kas wrote:I want to add a decoration on the wall using a sheet.
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Re: Three questions about mapping
i) my latest tutorial explains how to make a bot use the Impact Hammer.der Kas wrote:i) is there anyway to make something "one-way" collision? I'm trying to make a bot use the impact hammer to reach a far spot;
ii) so let's say I have a cube. I want to add a decoration on the wall using a sheet. I can't. the sheet gets sucked inside the wall, isntead what I have to do is use an additive or subtractive brush and apply the new texture to the little carving (or the little bump if it was additive). Am i doing it wrong, or it's actually supposed to be this way?
iii) does changing the order of brushes mess up with the lighting at all?
ii) the sheet brush must be 1 unit away from the wall. Change your grid size to 1 and zoom in. Reset your brush (move to origin) if it won't move into the right position.
iii) depends. Why are you changing the order of the brushes?
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download DM-CasaLoma
My UED tutorials on the Wayback Machine
Some of my maps on Unreal Archive
DM-ABC-Peanuts
Terraniux's Assault Map Tutorial : https://youtu.be/GwfGhs1xmw4
Part 2 : https://youtu.be/aHA2KCuP5DA
- editor Dave
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Re: Three questions about mapping
I didnt know that this technique had a specific name! Well, Brush sinking is what I would actually recommend first if the texture you apply is neither translucent nor masked. I somehow immediately thought of the latter, thats why I did not mention it earlier.Barbie wrote:Alternatively that is possible by Brush Sinking.der Kas wrote:I want to add a decoration on the wall using a sheet.
10-Year Anniversary on Jun 08, 2019.
Re: Three questions about mapping
Thanks for all the answer.
One way
The trigger idea seems interesting. Given that at the end I decided to modify the map a little bit, but still wondering: is a one-way "brush" (or something solid anyway) possible? Like a bridge made of light, similar to a beam of light. You can walk on top of it, but you can also pass through it if you're coming from behind. Now that I think about it, this is most likely impossible...
Impact Hammer
I saw the video, pretty interesting stuff with the bots. The "problem" is that the jump is vertical, while I wanted to make it horizontal. I've never seen a bot do it though, so that was a pretty dumb question
Brush Sinking
That's what I've been doing also
About the brush order: sometimes the lights will bug out in the editor, and light through walls and platforms even after I build. I thought it was the order, but it was probably one of those UEDGoblin as other people said
Thanks for all the answers, I'll keep you updated
One way
The trigger idea seems interesting. Given that at the end I decided to modify the map a little bit, but still wondering: is a one-way "brush" (or something solid anyway) possible? Like a bridge made of light, similar to a beam of light. You can walk on top of it, but you can also pass through it if you're coming from behind. Now that I think about it, this is most likely impossible...
Impact Hammer
I saw the video, pretty interesting stuff with the bots. The "problem" is that the jump is vertical, while I wanted to make it horizontal. I've never seen a bot do it though, so that was a pretty dumb question
Brush Sinking
That's what I've been doing also
About the brush order: sometimes the lights will bug out in the editor, and light through walls and platforms even after I build. I thought it was the order, but it was probably one of those UEDGoblin as other people said
Thanks for all the answers, I'll keep you updated
der Kas... the cheesy prison supervisor...