DM (+DOM) Tenshutaishite

Tutorials and discussions about Mapping - Introduce your own ones!
User avatar
sektor2111
Godlike
Posts: 6539
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: DM (+DOM) Tenshutaishite

Post by sektor2111 »

There are still items that are not a target from other places due to those connections that are missing...
Not a big problem... when final map will be ready and it will prove a great flow, those tiny bugs can be solved.
Editor.log wrote: ScanProcess: Total checks using DevPath = 3488.
Flaws: There were 134 attempts to reach at inventories.
MaybeNeeds: 89 reversal moves look possible. Map might need completions.
User avatar
Kayako
Adept
Posts: 411
Joined: Tue May 01, 2012 12:29 pm
Personal rank: Dead and back!

Re: DM (+DOM) Tenshutaishite

Post by Kayako »

sektor2111 wrote: Mon Jul 28, 2025 10:27 pm There are still items that are not a target from other places due to those connections that are missing...
Not a big problem... when final map will be ready and it will prove a great flow, those tiny bugs can be solved.
Most of these errors seem to be related to these armor stands which are in a couple spots
Image

The paths to the one of the two pieces won't generate properly, but since they are in the same spot, bots end up getting the one they can't find when grabbing the other!
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
User avatar
sektor2111
Godlike
Posts: 6539
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: DM (+DOM) Tenshutaishite

Post by sektor2111 »

Oh... well, an easy CleanUp.
Map-Size - Beta2 7.733.041 bytes went to 7.588.375 bytes, and... everything is target disregarding distance or closer desire. Useless bytes have been eliminated.
Editor.Log wrote: PathsChecker: Cleaning routing data from Navigation List.
Flushed: Done...
ScanProcess: Total checks using DevPath = 3260.
Greetings: All 110 targets look reachable from every single PlayerStart.
...
Brushes: Tags CleanUp Ended.
JunkBytes: 3950 chars have been eliminated.
GoodState: Navigation Nodes were found clean...
CleanedBytes: OldLocation data has been cleaned.
CleanedBytes: 1375 actors have been cleaned by OldLocation data stored.
...
Log: Actor MyLevel.BlockAll4 (Index 546) is a duplicate of Actor MyLevel.BlockAll5 (Index 547) - Deleting Actor MyLevel.BlockAll4 (Index 546)
Log: Actor MyLevel.BlockAll5 (Index 547) is a duplicate of Actor MyLevel.BlockAll6 (Index 548) - Deleting Actor MyLevel.BlockAll5 (Index 547)
...
Right now a variant of map is ready for action...
Looks pretty I have to admit...
User avatar
GEARvision
Average
Posts: 66
Joined: Wed Nov 02, 2022 10:48 am
Personal rank: Rookie Archivist

Re: DM (+DOM) Tenshutaishite

Post by GEARvision »

Bytes can be brought down further if you copy the T3D (all actors) into a new map, for some reason any subsequent rebuilds add on a little of garbage data (if any (?))

Bytes can be brought even further if you decrease the Lightmap resolution in specific parts of the map (But how exactly that's another question)

You can also tinker with the Rebuild settings (But that's asking an encounter with the Hall Of Mirrors), that can help bring down the bytes too...

I call it, It's good enough to me :P

.
.
.

I want that version of the map!
My all time games & software are UT +mods & Smuggler's Run 2 by Rockstar; on the other side FFmpeg (CLI multimedia editor) & Zstandard (add-on for 7zip)
Aka RICOTTA_19216 / Loading SKAARJNET...
User avatar
Barbie
Godlike
Posts: 3224
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: DM (+DOM) Tenshutaishite

Post by Barbie »

sektor2111 wrote: Thu Jul 31, 2025 9:37 pm
Editor.Log wrote: Log: Actor MyLevel.BlockAll4 (Index 546) is a duplicate of Actor MyLevel.BlockAll5 (Index 547) - Deleting Actor MyLevel.BlockAll4 (Index 546)
How do you delete a static Actor 'BlockAll'? :omfg:
"If Origin not in center it be not in center." --Buggie
User avatar
yurkapotam
Average
Posts: 37
Joined: Wed Jul 19, 2023 4:21 pm

Re: DM (+DOM) Tenshutaishite

Post by yurkapotam »

Barbie wrote: Fri Aug 01, 2025 9:01 am
sektor2111 wrote: Thu Jul 31, 2025 9:37 pm
Editor.Log wrote: Log: Actor MyLevel.BlockAll4 (Index 546) is a duplicate of Actor MyLevel.BlockAll5 (Index 547) - Deleting Actor MyLevel.BlockAll4 (Index 546)
How do you delete a static Actor 'BlockAll'? :omfg:
By being in UnrealEd
:barf:
User avatar
Kayako
Adept
Posts: 411
Joined: Tue May 01, 2012 12:29 pm
Personal rank: Dead and back!

Re: DM (+DOM) Tenshutaishite

Post by Kayako »

sektor2111 wrote: Thu Jul 31, 2025 9:37 pm Oh... well, an easy CleanUp.
Map-Size - Beta2 7.733.041 bytes went to 7.588.375 bytes, and... everything is target disregarding distance or closer desire. Useless bytes have been eliminated.
Editor.Log wrote: PathsChecker: Cleaning routing data from Navigation List.
Flushed: Done...
ScanProcess: Total checks using DevPath = 3260.
Greetings: All 110 targets look reachable from every single PlayerStart.
...
Brushes: Tags CleanUp Ended.
JunkBytes: 3950 chars have been eliminated.
GoodState: Navigation Nodes were found clean...
CleanedBytes: OldLocation data has been cleaned.
CleanedBytes: 1375 actors have been cleaned by OldLocation data stored.
...
Log: Actor MyLevel.BlockAll4 (Index 546) is a duplicate of Actor MyLevel.BlockAll5 (Index 547) - Deleting Actor MyLevel.BlockAll4 (Index 546)
Log: Actor MyLevel.BlockAll5 (Index 547) is a duplicate of Actor MyLevel.BlockAll6 (Index 548) - Deleting Actor MyLevel.BlockAll5 (Index 547)
...
Right now a variant of map is ready for action...
Looks pretty I have to admit...
What do you use for this cleanup? I'm intrigued!

I'll probably be releasing the final version after a little cleanup myself.
GEARvision wrote: Fri Aug 01, 2025 1:38 am Bytes can be brought down further if you copy the T3D (all actors) into a new map, for some reason any subsequent rebuilds add on a little of garbage data (if any (?))

Bytes can be brought even further if you decrease the Lightmap resolution in specific parts of the map (But how exactly that's another question)

You can also tinker with the Rebuild settings (But that's asking an encounter with the Hall Of Mirrors), that can help bring down the bytes too...

I call it, It's good enough to me :P

.
.
.

I want that version of the map!
I'll see how much I can optimize it before release, doesn't seem like there's much left to do!
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
GingerCat
Average
Posts: 30
Joined: Sun Jun 01, 2025 3:08 pm

Re: DM (+DOM) Tenshutaishite

Post by GingerCat »

I like what you've done here. Lots of genuine love put into this map. I like the sense of space in the outdoor section and the way it blends into the other areas. Neither too open and empty nor too cloistered like a lot of games were during this period. Los of nice little touches in the individual rooms; the little nali statue, the placement of the weapons as a part of their environment, the warm bath with the checkered tiles that I wish I had at home :gj: . Moving from room to room feels like a proper single player experience from a commercial game.

Also, don't envy you in trying to get bots to cooperate with all those movers. I would have given up :lol2: Would like to see a little something more happening under the body of water outside. Maybe even something that gives off light and invites a little exploration.   
Auto merged new post submitted 12 minutes later
With the rock walls outside, you can use Align to Wall around X/Y to instantly bring more of those textures into alignment across "organic" surfaces and then use the relative texture scaling function to preserve that alignment. Maybe you already know this, just thought to point it out...   
Auto merged new post submitted 26 minutes later
I took the liberty of playing around with the XY align function in your map. I didn't know if this would work but turns out it does! If you peer closely at the orthographic view you can see that I've turned the stone foundation 45' relative to absolute 0. After doing that and rebuilding I aligned the stone texture with Wall to X (or Y, cant remember), scaled with relative function, then rotated the brush back into its original position. The brush retains the alignment that makes the corners blend into each other perfectly despite being a trapezoid (it's a trap, right?). If you were to try aligning to XY while the brush is squared up with the grid, it won't work. Bit of a weird way to come at the problem of texture alignment, but there you go....
Untitled.jpg
You do not have the required permissions to view the files attached to this post.
Red_Fist
Godlike
Posts: 2329
Joined: Sun Oct 05, 2008 3:31 am

Re: DM (+DOM) Tenshutaishite

Post by Red_Fist »

"I'll see how much I can optimize it before release"

Keep your objective, as opposed to trying to make it better.

After all said and done "perfect" there will be 8000 more things to fix.

What people are telling here is just things as to NOT work on it forever.
But fix a few obvious things so people playing will have a "place" to be in.
Binary Space Partitioning
User avatar
Kayako
Adept
Posts: 411
Joined: Tue May 01, 2012 12:29 pm
Personal rank: Dead and back!

Re: DM (+DOM) Tenshutaishite

Post by Kayako »

Thank you both for your kind words! I will still do my best and see what can be done but will try not to go overboard!
GingerCat wrote: Sun Aug 03, 2025 3:45 am you can use Align to Wall around X/Y to instantly bring more of those textures into alignment across "organic" surfaces and then use the relative texture scaling function to preserve that alignment.
I think X/Y is what I used to use but I'd become overreliant on the "Auto align" function without really checking if it's the nest for every situation, I'll see if X-Y works better! :tu:

I think after this and a little cleanup I feel ready to release, maybe later today!
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
User avatar
Kayako
Adept
Posts: 411
Joined: Tue May 01, 2012 12:29 pm
Personal rank: Dead and back!

Re: DM (+DOM) Tenshutaishite

Post by Kayako »

Final release of both versions are now on Unreal Archive!

DM-Tenshutaishite
DOM-Tenshutaishite

Textures have been aligned
Bot paths have been fixed and tidied up, bots can now get to any place in the map and pick up any item.
Exported and re-imported to get rid of all trash data
Removed some blocking actors that were leftovers of the W.I.P. Monsterhunt version
Added a small light to one of the lifts to make it more visible.
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
User avatar
GEARvision
Average
Posts: 66
Joined: Wed Nov 02, 2022 10:48 am
Personal rank: Rookie Archivist

Re: DM (+DOM) Tenshutaishite

Post by GEARvision »

Thank You! I will play them right now!
My all time games & software are UT +mods & Smuggler's Run 2 by Rockstar; on the other side FFmpeg (CLI multimedia editor) & Zstandard (add-on for 7zip)
Aka RICOTTA_19216 / Loading SKAARJNET...
User avatar
Virgile
Experienced
Posts: 98
Joined: Sun Jul 29, 2018 8:32 am
Personal rank: Prisoner #701
Location: Divodurum Mediomatricorum

Re: DM (+DOM) Tenshutaishite

Post by Virgile »

An absolutely lovely map, and a relevant use of Unreal's extensive lore (although Izanagi Corporation was not in UT99).
You're talented, and it's too clean, thank you for this map!
Virgile 'VILE'
User avatar
Kayako
Adept
Posts: 411
Joined: Tue May 01, 2012 12:29 pm
Personal rank: Dead and back!

Re: DM (+DOM) Tenshutaishite

Post by Kayako »

Virgile wrote: Sat Aug 09, 2025 5:22 pm An absolutely lovely map, and a relevant use of Unreal's extensive lore (although Izanagi Corporation was not in UT99).
You're talented, and it's too clean, thank you for this map!
Thank you! And yeah, as far as I know Izanagi corporation was introduced officially during Unreal II, but I didn't see a reason why we couldn't jump a few years ahead in the timeline! :mrgreen:
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
User avatar
TigerTheGreat
Adept
Posts: 397
Joined: Thu Mar 25, 2010 6:00 pm
Personal rank: UMS R&D CEO

Re: DM (+DOM) Tenshutaishite

Post by TigerTheGreat »

Izanagi made an appearance in Unreal II and UT3, that is very true. But that doesn't mean it didn't exist during the original Grand Tournament, it simply didn't make a presence in the UT99 game.
Image
I am the Unreal archivist and historian. If you have something from the past of Unreal that I don't have, do tell.
~formerly Delacroix