WIP: CTF-Panamax

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Re: Question about meshes (decorations) as light sources

Post by papercoffee » Sun Feb 17, 2019 9:14 pm

fudgonaut wrote: Also, can you change the title of this thread to "WIP: CTF-Panamax"?

Thanks!
Go to your first post ... hit the edit button ... change the title ... submit ... taadaaa.


:mrgreen:

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fudgonaut
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Re: Question about meshes (decorations) as light sources

Post by fudgonaut » Sun Feb 17, 2019 9:23 pm

papercoffee wrote:Go to your first post ... hit the edit button ... change the title ... submit ... taadaaa.
Eureka!

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Re: WIP: CTF-Panamax

Post by darksonny » Sun Feb 17, 2019 10:57 pm

You do a nice lightning treatment here, dont forget how it does plays the map (I mean the flow when playin') :tu:

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fudgonaut
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Re: WIP: CTF-Panamax

Post by fudgonaut » Wed Feb 20, 2019 8:20 pm

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:
panamax_22.jpg
panamax_23.jpg
panamax_24.jpg

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Re: WIP: CTF-Panamax

Post by UnrealGGecko » Wed Feb 20, 2019 9:22 pm

You might've got the game option left on to keep weapons after pick up, check the tabs on the map picking screen :mrgreen:

Nice screens!

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Re: WIP: CTF-Panamax

Post by fudgonaut » Wed Feb 20, 2019 9:44 pm

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 :mrgreen:
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:Nice screens!
Thanks!
panamax_25.jpg

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Re: WIP: CTF-Panamax

Post by fudgonaut » Fri Feb 22, 2019 9:23 pm

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?

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Re: WIP: CTF-Panamax

Post by Barbie » Fri Feb 22, 2019 9:38 pm

fudgonaut wrote:I've got a weird problem. I have a subtract brush that can't be deleted.
May we have a look at this brush? Select it in UnrealEd, choose menu Edit > Copy and paste that here.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

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Re: WIP: CTF-Panamax

Post by fudgonaut » Fri Feb 22, 2019 9:42 pm

Barbie wrote:May we have a look at this brush? Select it in UnrealEd, choose menu Edit > Copy and paste that here.
Here it is:

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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sektor2111
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Re: WIP: CTF-Panamax

Post by sektor2111 » Sat Feb 23, 2019 12:26 am

Now map seems to turn into a bad one - as I see this is a DUPLICATED brush

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'
 ...
Stop Copy-Pasting things in map, now you need to solve this by performing some export-import and cleaning t3d file...

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fudgonaut
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Re: WIP: CTF-Panamax

Post by fudgonaut » Sat Feb 23, 2019 12:34 am

sektor2111 wrote:Stop Copy-Pasting things in map
Any copy-paste was unintentional.
sektor2111 wrote:you need to solve this by performing some export-import and cleaning t3d file...
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?

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Re: WIP: CTF-Panamax

Post by sektor2111 » Sat Feb 23, 2019 12:40 am

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...

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Re: WIP: CTF-Panamax

Post by fudgonaut » Sat Feb 23, 2019 1:38 am

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.
Awesome, I was able to get rid of the offending brush.
sektor2111 wrote:It looks like I have to setup my builder for public release, it's what I used to clean duplicates
Sound like an extremely useful tool to have!

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 :D

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Re: WIP: CTF-Panamax

Post by Barbie » Sat Feb 23, 2019 5:17 pm

fudgonaut wrote:The only downside is that the resulting new map file is missing all the actor/brush groups I created
Usually the group(s) an object ist part of is kept over export/import via T3D. Example:

Code: Select all

Begin Actor Class=PlayerStart Name=PlayerStart0
...
    Group=PSG1
...
Can you find the "Group" properties in your T3D file?

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"
...
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

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Re: WIP: CTF-Panamax

Post by fudgonaut » Sat Feb 23, 2019 5:51 pm

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.
panamax_26.jpg
panamax_27.jpg
panamax_28.jpg
panamax_29.jpg

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