-= The UT99.org 2021 Mapping Contest =-

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TexasGtar
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Re: -= The UT99.org 2021 Mapping Contest =-

Post by TexasGtar »

Does fog in a skybox stay in the skybox, or can it be seen in the actual playable part of the map? I made a skybox with fog but it isn't showing up. Anyone know of a work around?
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Aspide
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Re: -= The UT99.org 2021 Mapping Contest =-

Post by Aspide »

You could:

-Add fog to the zones where the skybox is visible
-Use sheets to create the illusion of fog in the skybox.

Besides that I don't know.....
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Re: -= The UT99.org 2021 Mapping Contest =-

Post by SteadZ »

You need to have the playable area zoneinfo also set to bFogZone, it's also possible you have volumetric fog disabled in your renderer of choice?
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TexasGtar
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Re: -= The UT99.org 2021 Mapping Contest =-

Post by TexasGtar »

okay thanks all. I'll give those ideas a go. I think I tried that stuff but will go again and see. Must have forgot to do something. Thank you all.
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jmartin
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Re: -= The UT99.org 2021 Mapping Contest =-

Post by jmartin »

Yes, I can confirm.

Fog in a SkyBox does not show up in the main map's fake backdrop (after extensive testing), which is a bummer. :(

That's why Godzilla uses translucent 2D sheets.

That's not to say there is no secret work around for it?


EDIT:

Thanks to our esteemed colleague Tony Garcia (Wolf's Tutorials) I dug up the original instructions for FOG zones in Unreal, however to make it work in UT, I changed the ZoneInfo/ZoneLight/ViewFog X,Y and Z variables to 0.500 to make it work correctly.

Below is a FogZone test map with the results.

Fog in the fog zone (the one with the potted plant in it, which also doubles as a SkyBox) is visible, but not from outside the zone.

I also inserted a room with a fake backdrop to test the SkyBox's visibility, (negative). Hope it helps!

https://www.mediafire.com/file/c5kaeo0z ... s.zip/file
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TexasGtar
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Re: -= The UT99.org 2021 Mapping Contest =-

Post by TexasGtar »

Thanks guys. I found an extra zone info in my area that I forgot about which was why the fog wasn't showing up.

The 1 zoneinfo i knew about I had set true but the one I forgot about was causing it to not show up. Once I deleted the extra zoneinfo in that area it worked just fine.

But then after I got it working, I didn't like how it looked and removed it again. lol Thanks for the tips though.
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TankBeef
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Re: 2021 NRMC map release thread (put maps here!)

Post by TankBeef »

Ghostwheel wrote: Sun Nov 14, 2021 9:44 pm DM-NRMC-Outpost24, 6-12 player Deathmatch map.

Hi all, here is my entry for the NRMC, it is and old school mapping styled arena type map. Enjoy.

op24ss1.png
op24ss2.png
op24ss3.png
op24ss4.png
op24ss5.png
op24ss6.png

DM-NRMC-Outpost24.zip
Very beautiful map, nice spinning billboards. :tu: But I do have to say it, It got laggy in some areas. :noidea
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Re: 2021 NRMC map release thread (put maps here!)

Post by EvilGrins »

Bots get hung-up in a couple spots, but nice overall.

Love the music!
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Re: -= The UT99.org 2021 Mapping Contest =-

Post by jmartin »

FraGnBraG wrote: Sat Oct 30, 2021 12:18 am So I have created a DOM map, with which I'm working on an idea I think could be fun and is doable. So, here's a basic question for ut modders: is it a big deal to have weapons rendered "harmless"
As I recall, some pickups you can modify the weapon itself. Others, you have to mod the ammo or projectile it shoots.

I took a look at the sniper rifle and made a non lethal version by reducing the TakeDamage from 100 to 0. It appears as a sub class of Sniper rifle.
if ( Other.bIsPawn && (HitLocation.Z - Other.Location.Z > 0.62 * Other.CollisionHeight)
&& (instigator.IsA('PlayerPawn') || (instigator.IsA('Bot') && !Bot(Instigator).bNovice)) )
Other.TakeDamage(0, Pawn(Owner), HitLocation, 35000 * X, AltDamageType);
The Nali cows are very grateful. :-)
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Ghostwheel
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Re: -= The UT99.org 2021 Mapping Contest =-

Post by Ghostwheel »

Hi all, posted my NRMC entry here viewtopic.php?f=5&t=14845

Thanks for the comments. TankBeef and EvilGrins.
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Re: -= The UT99.org 2021 Mapping Contest =-

Post by UnrealGGecko »

Ghostwheel, really glad you posted here :) great map!
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TankBeef
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Re: 2021 NRMC map release thread (put maps here!)

Post by TankBeef »

fudgonaut wrote: Wed Nov 17, 2021 2:17 am CTF-NRMC-Gravitation

It's probably not done, but I've been working on this map to the point where I've lost all objectivity. Feedback would be great.

Known issues:
- Bots are not picking up or using the sniper rifle at designated defense points (Scanner Room).

Notes:
- This is my second UT map
- New (non stock) music
- New (not stock UT) textures
- The jumppads are NOT forgiving. If you try to use air control, you will likely end up in the black hole.
- The redeemer is not easy to find or reach, and there is no getting back once you reach it. Using it is a sacrifice play.

g01.jpg
g02.jpg
g03.jpg
g04.jpg
g05.jpg
g06.jpg
g07.jpg
g08.jpg


CTF-NRMC-Gravitation.zip
I tried to play it, but it tells me that the file for package UT99org-NRMC is missing. :noidea
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Re: 2021 NRMC map release thread (put maps here!)

Post by EvilGrins »

TankBeef wrote: Wed Nov 17, 2021 4:37 amI tried to play it, but it tells me that the file for package UT99org-NRMC is missing.
Yeah, I could see how that would be a problem.

I'm guessing it was a specialty file he made himself but forgot to include.
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Re: 2021 NRMC map release thread (put maps here!)

Post by fudgonaut »

TankBeef wrote: I tried to play it, but it tells me that the file for package UT99org-NRMC is missing. :noidea
I updated the .zip file - hopefully it will work now
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Re: 2021 NRMC map release thread (put maps here!)

Post by EvilGrins »

fudgonaut wrote: Wed Nov 17, 2021 5:17 amI updated the .zip file - hopefully it will work now
It does, reviewing now.
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