SkyBox1000Stars

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Buggie
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SkyBox1000Stars

Post by Buggie » Mon Jul 20, 2020 3:26 am

-=[ Description ]=-

Tool for UnrealEditor, for add stars to skybox.
Stars look cool and non-repeatable.

-=[ Usage ]=-

1. Substract anywhere cube brush with size at least 600*600*600.
2. At center it place SkyZoneInfo actor.
3. Press SkyBox1000Stars button on UnrealEd panel.

If you need some tune, you can right click on SkyBox1000Stars button on UnrealEd panel.

-=[ Install ]=-

Copy System folder to UT folder.

In UnrealTournament.ini in section
[Editor.EditorEngine]
add
EditPackages=SkyBox1000Stars


SkyBox1000Stars20200720052505.rar
Example in action: viewtopic.php?p=121303#p121303

Integrated into EditorTools: viewtopic.php?f=5&t=14061
And not supported anymore as separate package. Any further updates only on EditorTools.
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Last edited by Buggie on Wed Aug 05, 2020 3:18 pm, edited 2 times in total.

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sektor2111
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Re: SkyBox1000Stars

Post by sektor2111 » Mon Jul 20, 2020 6:51 am

The script is good for various patch/Auto-Patch things addressing only clients and using dynamic lights (variable drawscale) - okay not really 1000 stars but... something looking more dynamic, different all time when map is running...

Buggie
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Re: SkyBox1000Stars

Post by Buggie » Mon Jul 20, 2020 10:05 am

Perhaps this will give lags when replicating so many sprites to the client.
------
If you are about to generate on each client to the best of his PC's capabilities, then this is possible.

Only different players will see a different picture.

But in principle it is possible.

In any case, the map must be prepared so that there is no unnecessary content in the skybox.

In general, I do not see any advantages over embedding this all in the map.

Maybe only the build process will happen faster.

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sektor2111
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Re: SkyBox1000Stars

Post by sektor2111 » Mon Jul 20, 2020 7:48 pm

Nope, not more things are replicated except a single actor which will react if exists in client hard-coded on purpose, I know how to initiate 100 actors only in client - I've done such tools - overcrowding net channels is my last option which I won't apply. I have even edited a map doing client-stuff itself in run-time. UT has such options since ages - see decals, certain effects, ect... OldSkool by example is attaching MonsterShadow at monsters ONLY in clients, server doesn't have decals after all. All I have to say is that you can have placards, badges, symbols, all sort of stuff created in clients and ONLY in clients if you really want that. Client has its own authoritative control after all, by example he can disconnect from a server or doing other things in net games - options are many :wink: .

Channels can be examined with command "sockets" in a server fired using UnrealTournament.exe, not UCC.EXE, written exactly in log window. There everything is shown with regard to network usage...