UED Add ons

Tutorials and discussions about Mapping - Introduce your own ones!
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sektor2111
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Re: UED Add ons

Post by sektor2111 » Mon Jul 26, 2021 6:57 am

A few times was asked in forum how to connect Nodes in certain cases (bridges, boxes, small ledges, etc.) when Editor doesn't do connections but spot is navigable.
Solution is now available - you can create what Paths you want, even trash paths through impossible spots - they are all your options.
Link described with UT Builders has been updated with another tool capable to handle Paths/ReachSpecs - XC_PathsWorker.
This builder requires at least XC_Engine v24 added for Editor because it uses XC_Functions. Plain UT it's working with Paths only in automatic mode.

Ah, I was about to forget... ScreenShot below - a sample for figuring how does it work in a high load.
XC_PathsWorker_scr.PNG
A real tutorial about Paths and how to manipulate these assets it's OFF-Topic to discuss here. Whoever know what are those lines between Navigation points in Editor will have a clue what can do with this builder - it's a sort of Beta.
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sektor2111
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Re: UED Add ons

Post by sektor2111 » Sun Aug 08, 2021 7:32 pm

PathsWorker plugin builder has been updated ( August 2021 ) with logging and other calculations for InventorySpots when a navigation network is defined.
This will help for figuring if original UT Editor does bugs or not, exactly, there are maps which are not having these lost ReachSpecs because paths are following rules and then pathing routines won't create flaws.

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sektor2111
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Re: UED Add ons

Post by sektor2111 » Mon Sep 06, 2021 2:36 pm

A newer MapGarbage version for September is out and an updated XC_PathsWorker.
MapGarbage:
- testing and embedding animations in Editor - in RealTime Preview they can be seen and even held there if map is saved in that stage;
- a sort of fix for maps where actors are reported in void but they are not in void;
- added method 2 for Solving duplicates recommended by Buggie;
- UnHiding Sprite Actors code is a bit loved - it will reveal hidden navigation from CTF-Command and similar "strategy" in hiding actors.

XC_PathsWorker:
- won't take in account navigation nodes bHiddenEd allowing multiple steps in creating separate routes;
- Keeping an old navigation network if user wants a combination of long-short range;
- An option for preventing PlayerStart actors from having paths if map needs this option;
- Scan code for creating paths in MonsterMode will have the last word in Bot Format or else a bad Path for Bot is not created just because monster can step there, so to speak here "PointReachable" is checked twice;
- a tracer checker for navigation nodes - at a moment you might not want two nodes to have a direct trace line between them for being in account in paths creating process. You can check this trace repeatedly until you get what you want. Either way hide problematic nodes and link them later post-pathing.

This builder helped with MapGarbage allows creating all Paths in simple maps exclusively by User if the boy is understanding what navigation means.

Cave-At: We cannot delete ReachSpecs unless you will use 227 and hoping that map won't get messed up.

How to deliver user-made paths instead of automated scripts is a subject for a tutorial a la 2021 and forgetting some of old myths about paths.
Whoever is interested about some manual pathing I'll describe stages elsewhere for not derailing topic.