fake "Dynamics" shadows again..

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papercoffee
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Re: fake "Dynamics" shadows again..

Post by papercoffee »

Daewon wrote: Thu Nov 12, 2020 12:56 am TrafficSpawner, the early stages..
Just one main question... HOW did you do this?

How many trigger were involved to create this?
We could make the Epic-Town map more lively that way.
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Re: fake "Dynamics" shadows again..

Post by Hook »

Reminds me of the old CTF-Frogger maps, but much more dynamic.
Oh, please answer papercoffee's question above too.
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Re: fake "Dynamics" shadows again..

Post by esnesi »

Ha!
Very nice, and respect to the time you put in!

I imagine online ''frogger'' servers now which will dominate the BT!
lol
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Re: fake "Dynamics" shadows again..

Post by Leo(T.C.K.) »

What Epic-Town map?
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Re: fake "Dynamics" shadows again..

Post by papercoffee »

Leo(T.C.K.) wrote: Fri Nov 13, 2020 7:56 pm What Epic-Town map?
This one
https://sites.google.com/site/fragnbrag ... -epic-town
It was part of our 2012 mapping contest.
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Leo(T.C.K.)
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Re: fake "Dynamics" shadows again..

Post by Leo(T.C.K.) »

I thought contest maps were supposed to be original content as in all original brushes etc but I suppose this isn't such type of contest. Its just with the only two contest maps I released I didn't reuse a single brush from anywhere else.

I mean honestly this map would make sense outside of contest as something really cool though.
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Re: fake "Dynamics" shadows again..

Post by OjitroC »

Leo(T.C.K.) wrote: Fri Nov 13, 2020 9:15 pm I thought contest maps were supposed to be original content as in all original brushes etc but I suppose this isn't such type of contest. Its just with the only two contest maps I released I didn't reuse a single brush from anywhere else.
The contest theme was (I quote) '"... to create a map that combined a Christmas theme (snow, winter, xmas trees, santa claus, etc) with an "Epic" twist - that being to modify or combine recognizable Epic Games content or designs from Unreal or UT to create new maps".
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Re: fake "Dynamics" shadows again..

Post by Leo(T.C.K.) »

Aaaah so that was one of the points...okay
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Re: fake "Dynamics" shadows again..

Post by Daewon »

papercoffee wrote: Fri Nov 13, 2020 12:24 pm
Daewon wrote: Thu Nov 12, 2020 12:56 am TrafficSpawner, the early stages..
Just one main question... HOW did you do this?

How many trigger were involved to create this?
We could make the Epic-Town map more lively that way.
TraffiSpawner actor spawns TrafficActor "vehicle"
Every vehicle have unique settings, actual speed, collision, mesh, texture, vehicle lifetime etc..
can be set up. Also there is ramdomly respawntiming setting, crush damage - if == 0 set automaticaly be speed, else set value.
next is TrafficSwitch - this actor have settings like bStop bool, new speed, new paths.
means if vehicle touch this- give him new variables like bStop(stop vehicle), new path (paths are ramdomly chossed be TrafficSwitch).
if path is direct= car push only new velocity, else there is TrafficInterpolationPoint to make bezier paths.
at now vehicle recognize players and other vehicles,TrafficSwitches,TrafficInterpolationPoints.
TrafficCollisionActor is for additional collisions.
crossroad is controled by dispatcher - trigger
this all needs some additional improvements, some things and make it faster on rendertime, hope to make it online capable

when i finish this. can be used for making cars, trains, flying things with various paths..
actual test map attached
Attachments
traffictestNB02bs.zip
(667.33 KiB) Downloaded 21 times
Last edited by Daewon on Fri Nov 13, 2020 10:51 pm, edited 1 time in total.
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Re: fake "Dynamics" shadows again..

Post by sektor2111 »

Code: Select all

Warning: Failed to load 'E:\Editor\UnrealTournament\Maps\traffictestNB02.unr': Can't find file for package 'DMesh_a'
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Daewon
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Re: fake "Dynamics" shadows again..

Post by Daewon »

sektor2111 wrote: Fri Nov 13, 2020 10:30 pm

Code: Select all

Warning: Failed to load 'E:\Editor\UnrealTournament\Maps\traffictestNB02.unr': Can't find file for package 'DMesh_a'
fixed
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Re: fake "Dynamics" shadows again..

Post by papercoffee »

Leo(T.C.K.) wrote: Fri Nov 13, 2020 9:35 pm Aaaah so that was one of the points...okay
I made Morpheus-Peak and another made Healing-Pyramid etc.
It was up to the mapper how much was taken from each map.
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Re: fake "Dynamics" shadows again..

Post by Leo(T.C.K.) »

The trafficlight map crashes with array error in traffictestNB02bs.TrafficSpawner20 @ function trafficspawner.BeginPlay : 0027

execstructmember and processevent are the critical lines.
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Re: fake "Dynamics" shadows again..

Post by Daewon »

Leo(T.C.K.) wrote: Sat Nov 14, 2020 10:20 am The trafficlight map crashes with array error in traffictestNB02bs.TrafficSpawner20 @ function trafficspawner.BeginPlay : 0027

execstructmember and processevent are the critical lines.
hmm it looks like the open structure only goes on v469, I wrote it on this version of UT. I'll fix later.
Otherwise to the dynamic water. I would use mover as the volume. if player is in volume, go to state swimming.
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Re: fake "Dynamics" shadows again..

Post by Leo(T.C.K.) »

That sounds well. Might be for the best.
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