solid decorations
solid decorations
I make sniping maps and I like them with no hidden texture areas in them. Unfortunately all of the standard UT decorations, i.e. trees, trophies, etc... are not solid and as far as I've found cannot be made solid. The only way that I've worked around this is to use, say, a boulder that is solid and change the texture and collision barriers to match what I want. That doesn't work for complex items such as a tree or trophy. My question is this, does anyone know of a way to make these actors solid?
- Chamberly
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Re: solid decorations
Have you tried to set blockall actors to true and set the radius in it to block?
Edit:
Made some idea specific shape-wise block actor as screenshots in UT99's discord - mapping channel.
Idea: If you want a thin tall block and be able to have some block at the bottom or top, add another decoration actor, set the blockall to true on them and set the radius you want to cover certain area, and then set it to be hidden so it'll display the original you want in the game.
Edit2: Higor's Outworld Hold Beta map is also great idea for using the blockall actors only.
Edit:
Made some idea specific shape-wise block actor as screenshots in UT99's discord - mapping channel.
Idea: If you want a thin tall block and be able to have some block at the bottom or top, add another decoration actor, set the blockall to true on them and set the radius you want to cover certain area, and then set it to be hidden so it'll display the original you want in the game.
Edit2: Higor's Outworld Hold Beta map is also great idea for using the blockall actors only.
Re: solid decorations
I've set blockall to true to no avail and I'm trying to avoid making collision barriers inside of the actor
Re: solid decorations
Everything uses a cylinder, other than a brush.
So if you use (down to 8 and 8 collision) you could line up block alls to follow the pattern of a tree or whatever.
So if you use (down to 8 and 8 collision) you could line up block alls to follow the pattern of a tree or whatever.
Binary Space Partitioning
Re: solid decorations
Invisible semisolids leave the actor very dark. The whole idea here is to just be able to make the decorations solid. I'm trying to find a way of doing this without having to rebuild them or create collision barriers. Either be able to intersect it or change it to a solid.
It can be done using multiple programs and time.
It can be done using multiple programs and time.
Re: solid decorations
Tater wrote:Invisible semisolids leave the actor very dark. The whole idea here is to just be able to make the decorations solid. I'm trying to find a way of doing this without having to rebuild them or create collision barriers. Either be able to intersect it or change it to a solid.
It can be done using multiple programs and time.
For converting static meshes into brushes there's this one: