Go to your first post ... hit the edit button ... change the title ... submit ... taadaaa.fudgonaut wrote: Also, can you change the title of this thread to "WIP: CTF-Panamax"?
Thanks!
CTF-Panamax [FINAL]
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Re: Question about meshes (decorations) as light sources
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Re: Question about meshes (decorations) as light sources
Eureka!papercoffee wrote:Go to your first post ... hit the edit button ... change the title ... submit ... taadaaa.
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Re: WIP: CTF-Panamax
You do a nice lightning treatment here, dont forget how it does plays the map (I mean the flow when playin')
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Re: WIP: CTF-Panamax
I loaded the map on my laptop at work, and the lighting seems too bright, not too dim. Then again, it is an old laptop with an aging display. I'm hoping the average user's experience will be somewhere in between my personal laptop and my work laptop. Perhaps I can get some feedback when the level is ready to test.
I've been playing around with weapon placement and noticed some strange behavior: when I pick up a weapon, the weapon does not disappear, it just sits there. If I run over it again, nothing happens. I haven't changed any of the weapon properties. I've checked that bWeaponStay is false in weapons properties and Weapons Stay is unchecked in game preferences.
Shouldn't the weapons disappear after pickup, and then respawn later? I've done a forum/internet search as well as opened other maps to see if I have something misconfigured, but haven't found any solutions.
Anyone have an idea of what's causing this behavior?
Here's a couple more screenshots for the heck of it:
I've been playing around with weapon placement and noticed some strange behavior: when I pick up a weapon, the weapon does not disappear, it just sits there. If I run over it again, nothing happens. I haven't changed any of the weapon properties. I've checked that bWeaponStay is false in weapons properties and Weapons Stay is unchecked in game preferences.
Shouldn't the weapons disappear after pickup, and then respawn later? I've done a forum/internet search as well as opened other maps to see if I have something misconfigured, but haven't found any solutions.
Anyone have an idea of what's causing this behavior?
Here's a couple more screenshots for the heck of it:
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Re: WIP: CTF-Panamax
You might've got the game option left on to keep weapons after pick up, check the tabs on the map picking screen
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Re: WIP: CTF-Panamax
Yep that was it - launching my map from the editor, Weapon Stay was unchecked in Practice Session preferences. But when I launched the game normally, the Weapon Stay box was checked. So I unchecked it, quit the game, and re-launched my map through the editor: issue reolved. Thanks!UnrealGGecko wrote:You might've got the game option left on to keep weapons after pick up, check the tabs on the map picking screen
Thanks!UnrealGGecko wrote:Nice screens!
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Re: WIP: CTF-Panamax
I've got a weird problem. I have a subtract brush that can't be deleted. I tried changing the order, additive/subrtactive, solidity, transforming permanently, etc. Deleting though the menu or context menu does nothing. It won't go away.
Are there any brush properties or a way to manually edit something to get rid of this thing?
Are there any brush properties or a way to manually edit something to get rid of this thing?
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Re: WIP: CTF-Panamax
May we have a look at this brush? Select it in UnrealEd, choose menu Edit > Copy and paste that here.fudgonaut wrote:I've got a weird problem. I have a subtract brush that can't be deleted.
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Re: WIP: CTF-Panamax
Here it is:Barbie wrote:May we have a look at this brush? Select it in UnrealEd, choose menu Edit > Copy and paste that here.
Code: Select all
Begin Map
Begin Actor Class=Brush Name=Brush396
CsgOper=CSG_Subtract
MainScale=(SheerAxis=SHEER_ZX)
PostScale=(SheerAxis=SHEER_ZX)
bDeleteMe=True
Level=LevelInfo'MyLevel.LevelInfo0'
Tag=Brush
Region=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
Location=(X=5664.000000,Z=-2064.000000)
Rotation=(Pitch=11264)
bSelected=True
Begin Brush Name=Model401
Begin PolyList
Begin Polygon Texture=container_jump_boxes Link=0
Origin -00032.000019,-00056.000000,-00055.999825
Normal -00001.000000,+00000.000000,+00000.000000
Pan U=240 V=240
TextureU +00000.000000,-00002.000000,+00000.000000
TextureV +00000.000000,+00000.000000,-00002.000000
Vertex -00032.000019,-00056.000000,-00055.999825
Vertex -00031.999922,-00056.000000,+00055.999908
Vertex -00031.999922,+00056.000000,+00055.999908
Vertex -00032.000019,+00056.000000,-00055.999825
End Polygon
Begin Polygon Texture=object_containers_top_blue_01 Flags=-1073741824 Link=1
Origin -00032.000019,+00056.000000,-00055.999825
Normal +00000.000000,+00001.000000,+00000.000000
TextureU +00001.000000,+00000.000000,+00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex +00019.823030,+00056.000000,-00055.999809
Vertex -00032.000019,+00056.000000,-00055.999825
Vertex -00031.999922,+00056.000000,+00055.999908
Vertex +00019.823126,+00056.000000,+00055.999924
End Polygon
Begin Polygon Texture=object_containers_top_blue_01 Flags=-1073741824 Link=2
Origin +00031.999922,-00056.000000,-00055.999908
Normal +00000.000000,-00001.000000,+00000.000000
TextureU -00001.000000,-00000.000000,+00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex +00019.823030,-00056.000000,-00055.999809
Vertex +00019.823126,-00056.000000,+00055.999924
Vertex -00031.999922,-00056.000000,+00055.999908
Vertex -00032.000019,-00056.000000,-00055.999825
End Polygon
Begin Polygon Texture=object_containers_top_blue_01 Flags=-1073741824 Link=3
Origin -00031.999922,+00056.000000,+00055.999908
Normal +00000.000000,+00000.000000,+00001.000000
TextureU +00001.000000,+00000.000000,+00000.000000
TextureV +00000.000000,+00001.000000,+00000.000000
Vertex +00019.823126,+00056.000000,+00055.999924
Vertex -00031.999922,+00056.000000,+00055.999908
Vertex -00031.999922,-00056.000000,+00055.999908
Vertex +00019.823126,-00056.000000,+00055.999924
End Polygon
Begin Polygon Texture=object_containers_top_blue_01 Flags=-1073741824 Link=4
Origin -00032.000019,-00056.000000,-00055.999825
Normal +00000.000000,+00000.000000,-00001.000000
TextureU +00001.000000,+00000.000000,+00000.000000
TextureV +00000.000000,-00001.000000,+00000.000000
Vertex +00019.823030,-00056.000000,-00055.999809
Vertex -00032.000019,-00056.000000,-00055.999825
Vertex -00032.000019,+00056.000000,-00055.999825
Vertex +00019.823030,+00056.000000,-00055.999809
End Polygon
Begin Polygon Texture=object_containers_end_blue_01 Flags=-1065353216 Link=5
Origin +00019.823092,-00064.000244,-00063.510120
Normal +00001.000000,+00000.000000,+00000.000000
TextureU +00000.000000,+00001.000000,+00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex +00019.823030,+00056.000000,-00055.999809
Vertex +00019.822910,+00056.000000,+00055.999809
Vertex +00019.822910,-00056.000000,+00055.999809
Vertex +00019.823030,-00056.000000,-00055.999809
End Polygon
End PolyList
End Brush
Brush=Model'MyLevel.Model401'
Name=Brush396
End Actor
Begin Actor Class=Brush Name=Brush396
CsgOper=CSG_Subtract
MainScale=(SheerAxis=SHEER_ZX)
PostScale=(SheerAxis=SHEER_ZX)
bDeleteMe=True
Level=LevelInfo'MyLevel.LevelInfo0'
Tag=Brush
Region=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
Location=(X=5664.000000,Z=-2064.000000)
Rotation=(Pitch=11264)
bSelected=True
Brush=Model'MyLevel.Model401'
Name=Brush396
End Actor
End Map
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Re: WIP: CTF-Panamax
Now map seems to turn into a bad one - as I see this is a DUPLICATED brush
Stop Copy-Pasting things in map, now you need to solve this by performing some export-import and cleaning t3d file...
Code: Select all
Begin Map
Begin Actor Class=Brush Name=Brush396
CsgOper=CSG_Subtract
MainScale=(SheerAxis=SHEER_ZX)
PostScale=(SheerAxis=SHEER_ZX)
bDeleteMe=True
....
End Actor
Begin Actor Class=Brush Name=Brush396
CsgOper=CSG_Subtract
MainScale=(SheerAxis=SHEER_ZX)
PostScale=(SheerAxis=SHEER_ZX)
bDeleteMe=True
Level=LevelInfo'MyLevel.LevelInfo0'
...
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Re: WIP: CTF-Panamax
Any copy-paste was unintentional.sektor2111 wrote:Stop Copy-Pasting things in map
Are there instructions anywehere on how to do this? Will this process salvage my map or do I have to rebuild from a previous map version?sektor2111 wrote:you need to solve this by performing some export-import and cleaning t3d file...
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Re: WIP: CTF-Panamax
See Menu > File > Export... Do not close Editor - must keep textures deps.
Press New > Import > You'll get some actors mixed - those previously duplicated - but you will be able to delete them after a clean import
It looks like I have to setup my builder for public release, it's what I used to clean duplicates, but won't work if map is badly messed up like that DM-SteelPro previously shared, there I had to work manually t3d file generated... because InventorySpot duplicated generated and linked in reachspecs were bugging everything - that's why map was for "humans", lol...
Edit: by operating t3d file you can even fix some polys if they were messed up by Editor...
Press New > Import > You'll get some actors mixed - those previously duplicated - but you will be able to delete them after a clean import
It looks like I have to setup my builder for public release, it's what I used to clean duplicates, but won't work if map is badly messed up like that DM-SteelPro previously shared, there I had to work manually t3d file generated... because InventorySpot duplicated generated and linked in reachspecs were bugging everything - that's why map was for "humans", lol...
Edit: by operating t3d file you can even fix some polys if they were messed up by Editor...
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Re: WIP: CTF-Panamax
Awesome, I was able to get rid of the offending brush.sektor2111 wrote:See Menu > File > Export... Do not close Editor - must keep textures deps.
Press New > Import > You'll get some actors mixed - those previously duplicated - but you will be able to delete them after a clean import.
Sound like an extremely useful tool to have!sektor2111 wrote:It looks like I have to setup my builder for public release, it's what I used to clean duplicates
The only downside is that the resulting new map file is missing all the actor/brush groups I created -- which was really helpful for keeping everything organized, and for hiding things I didn't want to accidentally touch while I was editing.
But I'd rather rebuild the group list than have duplicated brushes hanging around my map
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Re: WIP: CTF-Panamax
Usually the group(s) an object ist part of is kept over export/import via T3D. Example:fudgonaut wrote:The only downside is that the resulting new map file is missing all the actor/brush groups I created
Code: Select all
Begin Actor Class=PlayerStart Name=PlayerStart0
...
Group=PSG1
...
The instance of LevelInfo (probably "LevelInfo0") should have a property named VisibleGroups if there are any. Example:
Code: Select all
Begin Actor Class=LevelInfo Name=LevelInfo0
...
VisibleGroups="FloodedLight,NeededBrush,None,PSG1"
...
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Re: WIP: CTF-Panamax
I've already rebuilt the group list, but that is useful info moving forward - thanks!
Successfully duplicated the base geometry and re-textured where necessary for the Red side of the map. A few textures were thrown out of alignment, but very minor.
Successfully duplicated the base geometry and re-textured where necessary for the Red side of the map. A few textures were thrown out of alignment, but very minor.
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