MH-Capacitance

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Buggie
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Joined: Sat Mar 21, 2020 5:32 am

MH-Capacitance

Post by Buggie » Sat Nov 06, 2021 9:09 pm

Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... a6165.html
Shot00095.png
Shot00096.png
Shot00097.png
Shot00098.png
Shot00099.png
Shot00100.png
Shot00101.png
Shot00102.png
Shot00103.png
MH-CapacitanceV0.zip
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OjitroC
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Joined: Sat Sep 12, 2015 8:46 pm

Re: MH-Capacitance

Post by OjitroC » Sun Nov 07, 2021 12:23 am

Lots of mayhem as usual in a fun but fairly straightforward map.

There must be a BSP hole somewhere as I had this in the log

Code: Select all

Log: SkaarjSniper9 fell out of the world!
Log: SkaarjSniper10 fell out of the world!
Log: SkaarjSniper11 fell out of the world!
Plus this

Code: Select all

Error: FortStandardMH MH-CapacitanceV0.FortStandardMH4 (Function Engine.Actor.SetInitialState:001E) GotoState (OtherTriggerTurnsOff None): State not found

Buggie
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Joined: Sat Mar 21, 2020 5:32 am

Re: MH-Capacitance

Post by Buggie » Sun Nov 07, 2021 2:57 am

Yea, there very weird BSP. Author fight as crazy, judging by brushes state. I try fix something, but map immediately turn into trash. So I left original BSP and not touch it.

Also there use grid 8, not 16, which cause some troubles too.

3 brushes duplicates (remove duplicates, but without rebuilt), some not sheet brushes non-solid, one ladder brush use impossible vertex configurations (also it duplicated).
There a lot solid sheets and similar stuff.

About second : My fault. I replace trigger with Fort for show nice flag and forget clear InitialState related to trgger. Will be fixed in next version.

Even if map total madness, with double jump and xloc it can be done alone on dedicated server in 15 minutes or less, without use redemmers and without any deaths.

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sektor2111
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Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: MH-Capacitance

Post by sektor2111 » Sun Nov 07, 2021 5:57 am

Observations:
From SkaarjSniper9 to SkaarjSniper11 there only flying is helping as movement because there is no valid floor under these Actors.
Capac_NoGround.PNG
Then I re-build only geometry, result went different.
Capac_AfterGBuild.PNG
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