[Final] 3072 The Insane Tower

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sektor2111
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Re: [WIP] 3072 The Insane Tower

Post by sektor2111 »

papercoffee wrote: The stairs are replaced with simpler fake-stairs ...I noticed some huge nodes warnings after I got half of the first Tower segment. No I'm final with the second segment and still no errors and warnings. I hope the UEd Goblin keeps away from this one.
Heh, I was almost to quit doing any map. Everything was fine until level 5-6 (of 10), simply perfect build with a lot of semisolids, perfect logs until suddenly Editor started crap against me, then... I gave it reasons for mooing if being nice was nasty... I gotta admit learning such stuff seems interesting, I used a few free angles result of intersecting a copy-brush without to have a rotation but... everything which is not at least 45 degrees and having a little too many polys drives to trash (and I had angles...) sooner or later. Then I completed solid boxes not because of design, but I put them through bsp cuts where walls were flickering. Editor did not dared to cut tiny solids deviating build errors (or stopping them). I preserved last Level/Floor (yes, I quit it) for buggers - isolated. I have purposedly created craps there (Latest brushes ones) in order to have troubles outside of normal Level for game-play. First floors were perfect even after some nasty problems occurred later.
I believe that 3072 UU cube with more stuff might drive in troubles if Level starts to be too complex...
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Re: [WIP] 3072 The Insane Tower

Post by Red_Fist »

It's better to make (some) brushes in UT2004. just seemed more solid more accurate. mapping is a lot to do. :Light:
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Eviltom
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Re: [WIP] 3072 The Insane Tower

Post by Eviltom »

Looks great! :tu:

iv been lucky not to have any major bsp issues in my map. But pretty much everything on my map is on the grid apart from a few decorations. Iv never been too concerned with looking into logs as long as it visual and physical works. If my laptop can handle it, everyone else should be fine :lol2:

Iv no zoned it yet though. I might not bother as it's quite open and you can see pretty much everything or into everyrhing from everywhere! ! So i dont think it will enhance performance but might mess up my bsp! So the only reason to zone would be location names. But it's a small map so does that mater??
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papercoffee
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Re: [WIP] 3072 The Insane Tower

Post by papercoffee »

Tried to make a mesh out of the stair brush. But mesh-maker failed.
Maybe UEd2.1 can create better meshes, have to try it.
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Barbie
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Re: [WIP] 3072 The Insane Tower

Post by Barbie »

papercoffee wrote:I noticed some huge nodes warnings
Concerning the stairs I'd make them semi-solid. If surface errors appear then, it has always helped to leave a small distance (1 UU) between the brushes. I'm sure that hardly anyone will notice this. 8)
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Re: [WIP] 3072 The Insane Tower

Post by papercoffee »

Tried this as well... but the Semisolids got cut in a odd way. And the nodes are still too many.
One segment of the tower has up to 10 stairs. Three Segments interwoven with portal zones and you get a huge mess.
I keep the low poly fake stairs for now till I have time to make a mesh in UEd2.1
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Tyr
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Re: [WIP] 3072 The Insane Tower

Post by Tyr »

@ papercoffee: http://www.unrealed.info/index.php?view ... id-brushes (german)

This explains the semi solid behavior.
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papercoffee
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Re: [WIP] 3072 The Insane Tower

Post by papercoffee »

Tyr wrote:@ papercoffee: http://www.unrealed.info/index.php?view ... id-brushes (german)

This explains the semi solid behavior.
Thanks, ...and exactly this is the problem. The Semi was placed to close to a Additive brush ...but keeping it away from it was also not possible because I had to turn and twist the stairs in a 45°angle many times. And I wanted to avoid a grid size of 1.
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Re: [WIP] 3072 The Insane Tower

Post by papercoffee »

Oh look...
Zwischenablage08.png
...the Moon!
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Tyr
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Re: [WIP] 3072 The Insane Tower

Post by Tyr »

papercoffee wrote:...the Moon!
And tits! :tu:
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Barbie
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Re: [WIP] 3072 The Insane Tower

Post by Barbie »

Tyr wrote:
papercoffee wrote:...the Moon!
And tits! :tu:
Are there any export restrictions to U.S. or other countries? I can help out then:
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Re: [WIP] 3072 The Insane Tower

Post by papercoffee »

What?! There are tits?
But didn't put any stupid birds into my map.


:ironic:
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Re: [WIP] 3072 The Insane Tower

Post by papercoffee »

A little problem ...I have this magic clock in the centre of the third tower segment and it "works".
Zwischenablage09.png
The clock hand is formally a rotating fan2 mesh and I replaced it with the lamp1 and gave it a black texture from botpack.
So now it is somehow very breakable (because it's still the fan2) and I want to make its durability higher ...ok much higher.
Where can I set this up? I didn't found a value for it. Or is there a better solution to create rotating hands for a Clock?
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Barbie
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Re: [WIP] 3072 The Insane Tower

Post by Barbie »

papercoffee wrote:Where can I set this up?
Properties > Advanced > bNoDelete = True
But this results in a firework of fan fragments if someone shoots at it. This can be avoided by creating a sub class with changed behaviour.
papercoffee wrote:Or is there a better solution to create rotating hands for a Clock?
What about Movers?
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DougZilla
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Re: [WIP] 3072 The Insane Tower

Post by DougZilla »

Looks really good in my opinion. I like the custom steps you have made. I have made similar ones in one of my maps. Only I think I lost it when my OS crashed, I had the maps backup up, but some of my maps were lost. I really need to back them up better and I should know better, I have been in IT for over 30 years. LOL