MH-SkaarjBase

Tutorials and discussions about Mapping - Introduce your own ones!
Buggie
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MH-SkaarjBase

Post by Buggie »

Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... 7135b.html
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MH-SkaarjBaseV1.7z
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Last edited by Buggie on Sun May 01, 2022 12:25 am, edited 1 time in total.
Buggie
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Re: MH-SkaarjBase

Post by Buggie »

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EvilGrins
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Re: MH-SkaarjBase

Post by EvilGrins »

You know, if you like converting AS to MH as much as you seem, there's a larger Skaarj map you might try.

Have to look it up, got a lot of AS but I don't play it as much as I used to.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Buggie
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Re: MH-SkaarjBase

Post by Buggie »

v1

- fix position of one very important (c) evil gasbag

Updated at first post: viewtopic.php?f=5&t=15152
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Barbie
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Re: MH-SkaarjBase

Post by Barbie »

That door (mover) looks really puzzled.

Automatically merged

A lot of doors (movers) look messy.
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Buggie
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Re: MH-SkaarjBase

Post by Buggie »

Yes. Because I transform permanently all movers. If not do that, transformed movers not solid and not match collision shape with visible shape.
So You can walk from it (in AS map :lol: )
So I transform and correct align in editor. In editor it is fine. But in game no.
https://github.com/OldUnreal/UnrealTour ... issues/784
Sorry. I not able blindly edit align with 100 times reload to game for see how it is really look like.
So it be as now until editor not allow normally fix it. :/

This count all movers for all maps.

On some new maps I even left bad transformed movers if this not affect gameplay, for not mess with align.