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...
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
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??
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.
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"If Origin not in center it be not in center." --Buggie
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
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.
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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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?
"If Origin not in center it be not in center." --Buggie
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