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America's Army => mAAp Project => Topic started by: Archeh on Thursday, May 17, 2012, 15:34:51 PM

Title: Simple Questions in the Editor
Post by: Archeh on Thursday, May 17, 2012, 15:34:51 PM
Most questions will pertain to the 2.8 editor but I suppose if anyone has the older editor and has some questions they could probably post here.


GO MAX GO
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Thursday, May 17, 2012, 15:45:21 PM
haha thanks arch. I kiinda figured my constant load of questions would create something like this :P
Title: Re: Simple Questions in the Editor
Post by: Koden on Thursday, May 17, 2012, 16:43:06 PM
Sweet, might make some use of this too, depending if it's a simple matter or not...

The editor blames me cause it can't find such package from any pristine install.

Quote
Failed to enter Entry: Can't find file for package 'T_AGP_UI'

History: UGameEngine::Init <- InitEngine <- FArray::Empty <- TArray::Empty <- FMallocWindows::Free <- FArray::~FArray
Title: Re: Simple Questions in the Editor
Post by: BlueBlaster on Thursday, May 17, 2012, 17:16:31 PM
Your supposed to keep the T_AGP_UI texture package from the E3 files. I don't know if that is a file from AA 2.5 because I'm on my laptop and I can't check.
Title: Re: Simple Questions in the Editor
Post by: Spanky on Thursday, May 17, 2012, 17:47:52 PM
Here you go:
http://dl.dropbox.com/u/464376/T_AGP_UI.7z

It's probably not the only one you need but we'll start with that.
Title: Re: Simple Questions in the Editor
Post by: Koden on Thursday, May 17, 2012, 18:58:50 PM
Here you go:
http://dl.dropbox.com/u/464376/T_AGP_UI.7z

It's probably not the only one you need but we'll start with that.

Yep and there's a whole set of AGP's, i can get a list but it seems to be what Blue said.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Friday, May 18, 2012, 03:41:50 AM
heres the latest problem ive been having. I had a sound added to the blackhawk that i placed in the map and for a while it was working great then all of a sudden the sound went away. It's still there in the properties and you can hear it from outside the map but not when youre in the playing area. Anyone know what might of caused this?
Title: Re: Simple Questions in the Editor
Post by: BlueBlaster on Friday, May 18, 2012, 03:45:23 AM
No idea. Make sure you didn't accidentally move the actor outside the map or somewhere strange. But maybe you should delete that sound actor and add another.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Saturday, May 19, 2012, 07:10:09 AM
so if i place a static mesh of a weapon in the map how do i make it so players can pick up the weapon and ya know shoot things with it :P
Title: Re: Simple Questions in the Editor
Post by: Koden on Saturday, May 19, 2012, 07:43:11 AM
so if i place a static mesh of a weapon in the map how do i make it so players can pick up the weapon and ya know shoot things with it :P

Have you tried looking at the trainings?
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Saturday, May 19, 2012, 08:18:51 AM
Have you tried looking at the trainings?

didnt even think of that.
Title: Re: Simple Questions in the Editor
Post by: Spanky on Saturday, May 19, 2012, 12:14:56 PM
Meshes aren't used for that. They're pickups and just like spawn points they're a little tricky to find in the actor menu.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Saturday, May 19, 2012, 12:23:46 PM
Meshes aren't used for that. They're pickups and just like spawn points they're a little tricky to find in the actor menu.

yeah it took me a while but i found em.
Title: Re: Simple Questions in the Editor
Post by: Koden on Sunday, May 20, 2012, 03:59:33 AM
fuck you to who ever deleted my genius idea, fuck you beyond hell, fuck your dick hole itself with a pineapple

An earthquake actually woke me up at 4 am so i was able to read it, Master.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Sunday, May 20, 2012, 17:04:29 PM
So i had everything situated with the zone portals and what not and then all of a sudden after a build alot of the portals in the basement seem to be off. When i report in its telling me im in places no where near where i actually am. All of this was fine before and for some reason now it all seems broken. Anyone know what might be going on here?
Title: Re: Simple Questions in the Editor
Post by: Spanky on Sunday, May 20, 2012, 18:04:33 PM
In the various 3d views, there's a zone viewer. Make sure areas are cut-off. Set report-in locations in the Zone Info actor.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Sunday, May 20, 2012, 22:20:33 PM
Ok so in the zone viewer its clearly showing different colors for the different zones but when i report in down in the basement it tells me im in Escort building stairs. The zones are clearly different and are not even connected to eachother at all so i have no idea how something like this could be happening?
Title: Re: Simple Questions in the Editor
Post by: Spanky on Sunday, May 20, 2012, 22:24:55 PM
I know there's location priority and comm volumes to contend with as well. It's hard to tell without looking at the layout of the problem area.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Monday, May 21, 2012, 14:22:43 PM
another stupid problem im having. If i placed an ammo pickup in my map but it placed it somewhere and i cant find it and it is causing errors. Is there a way to select this actor without knowing where it is?
Title: Re: Simple Questions in the Editor
Post by: Alex on Monday, May 21, 2012, 14:26:34 PM
another stupid problem im having. If i placed an ammo pickup in my map but it placed it somewhere and i cant find it and it is causing errors. Is there a way to select this actor without knowing where it is?
Edit > Search For Actors

That should work. Never tried it for ammo pickups.

I tried putting ammo in City Block but it kept giving me an error, probably the same as yours, about being embedded in the geometry regardless if it was or not. I don't think you need to worry about it seeing as building Square gives me the same error but the ammo is completely usable.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Monday, May 21, 2012, 14:45:59 PM
yup that is the issue im having. Only thing for me when i run my map in a lan server for some reason all the spawns are messed up. the gun and grenades dont appear on the HUD and idk what else could be causing this because the embed issues are the only errors that come up on the map check.
Title: Re: Simple Questions in the Editor
Post by: Archeh on Monday, May 21, 2012, 15:07:48 PM
Maybe if you uploaded the map someone could take a look at it for you... Maybe somebody who doesn't want to take the time to do this but should still make a small amount of effort to help along new mappers so he could officially be done and out and mapping could live on through the remaining members of the team and these new mappers?
Title: Re: Simple Questions in the Editor
Post by: Spanky on Monday, May 21, 2012, 15:27:52 PM
Just raise the pickup well above any other mesh. As soon as the map loads, the basic physics will drop the weapon onto whatever surface is below it.

Archi, I have no idea what you are talking about.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Monday, May 21, 2012, 15:40:41 PM
Yeah i took care of the errors and when i build the map there are no errors on the map check. But when again when i put the map in a lan server and when i spawn my gun doesnt appear at all. Heres a screenshot of the issue:

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123566551-3.jpg&hash=8127bbb19b2cbc030ae624fdd3b98b74)

I have no idea what could be causing this.
Title: Re: Simple Questions in the Editor
Post by: Possessed on Monday, May 21, 2012, 17:56:16 PM
I think u add the gun as an Invetory.

use Player Start/Spawn if ur arent using yet.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Monday, May 21, 2012, 18:01:09 PM
I think all of my issues relate back to a subtractive brush that i used for a doorway to a closet. I no longer wanted this closet in my map so i deleted everything that was in it as well as the brush for the closet and the subtractive brush for the doorway. When I did this it throws all of my zone portals so when you report in it says the completely wrong area (same problem as before) but it fixed the issues i was having with the spawn points. Does this seem odd to anyone else?
Title: Re: Simple Questions in the Editor
Post by: Spanky on Monday, May 21, 2012, 19:14:12 PM
Sounds like typical UnrealEd to me.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Monday, May 21, 2012, 19:17:54 PM
Sounds like typical UnrealEd to me.

Ive tried so many things to fix it and im pretty sure in about 5 mins im going to have to have you build me a new pc as i am going to throw this one out the window.
Title: Re: Simple Questions in the Editor
Post by: Spanky on Monday, May 21, 2012, 19:24:17 PM
Zone Portals and whatnot shouldn't affect inventory. It's something related to the playerstart.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Monday, May 21, 2012, 19:29:21 PM
Zone Portals and whatnot shouldn't affect inventory. It's something related to the playerstart.

I just dont understand why when i delete a subtractive brush the spawns are in perfect working order but it messes up all the zones. I didnt really mess with any of the spawns other than i copied a few over from a different map and like i said before they were all working fine.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Thursday, May 24, 2012, 02:01:08 AM
Sorry to double post but I am having a real headscratching issue here. So all i've been doing is cluttering the hallways in the basement with random static meshes and stuff like that and when i finished i did a build all. Tested it out in a lan server and all of a sudden the operating room report zone is the same as the back stairs? I cant figure out how to fix is. Any suggestions?
Title: Re: Simple Questions in the Editor
Post by: BlueBlaster on Thursday, May 24, 2012, 02:09:16 AM
Check in the portal view to make sure the zones are separate. Then check the zone info's and make sure the operating room has a higher priority than the back stairs.
Title: Re: Simple Questions in the Editor
Post by: Alex on Thursday, May 24, 2012, 02:14:49 AM
Sorry to double post but I am having a real headscratching issue here. So all i've been doing is cluttering the hallways in the basement with random static meshes and stuff like that and when i finished i did a build all. Tested it out in a lan server and all of a sudden the operating room report zone is the same as the back stairs? I cant figure out how to fix is. Any suggestions?
It's kinda hard to find a source without actually having the map open. All I can say is check your zone portals and comm locations zones.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Thursday, May 24, 2012, 02:31:48 AM
zones are all separate and i changed the priority and it did nothing. Also when I tried to play in a lan server it took out all of the special forces spawns and there was only the IF. In the editor they are all still there and everything looks good but when i try to play in a lan server everything seems to be missing.
Title: Re: Simple Questions in the Editor
Post by: BlueBlaster on Thursday, May 24, 2012, 02:36:47 AM
I have no clue what could be happening. Sounds like a case of UnrealEd being itself again.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Thursday, May 24, 2012, 02:42:27 AM
*EDIT*

Problem solved. I found out that the editor has a limit of 64 zones and I had exceeded that. Deleted a few not needed zones and all is well. :)
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Wednesday, May 30, 2012, 01:23:14 AM
Sooo when i test my map out i try to throw a grenade and i get a critical error?
Title: Re: Simple Questions in the Editor
Post by: Alex on Wednesday, May 30, 2012, 01:24:22 AM
Sooo when i test my map out i try to throw a grenade and i get a critical error?
I've never had that happen to me. Regardless, it's best to test your map out on 2.5.
Title: Re: Simple Questions in the Editor
Post by: BlueBlaster on Wednesday, May 30, 2012, 01:24:55 AM
LMFAO




I think something in the map is not happy when the grenade touches it.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Wednesday, May 30, 2012, 01:36:24 AM
i did test it in 2.5 and it happens there as well. everything in the map is not happy when the damn nade hits it lol. everytime i throw a nade as soon as it blows up so does my pc.
Title: Re: Simple Questions in the Editor
Post by: Spanky on Wednesday, May 30, 2012, 01:44:54 AM
Ah young padawan, you still have not learned!

$5 says the critical error mentions AGP Zone Info. Pay me and tell me I'm right.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Wednesday, May 30, 2012, 03:22:35 AM
Ah young padawan, you still have not learned!

$5 says the critical error mentions AGP Zone Info. Pay me and tell me I'm right.

it does mention agp zone info. What is wrong with it though??

oh and whats your paypal info...
Title: Re: Simple Questions in the Editor
Post by: Spanky on Wednesday, May 30, 2012, 12:21:48 PM
BAM! How in the world did I know? :D Because the SAME thing happened to me when I converted Rummage. There were about 6 AGP ZoneInfo's on the map. I replaced them with regular ZoneInfo actors and all was fine. I don't see any advantage to having an AGP ZoneInfo. The AGP one is just a child sub-actor thing of the full ZoneInfo so you can copy the AGP ones to notepad and use their values to create new ZoneInfo actors with proper lighting and fog.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Thursday, May 31, 2012, 14:41:42 PM
Another stupid question. How do I edit the team names so they are not Assault and Defense? and the team description and all that good stuff.
Title: Re: Simple Questions in the Editor
Post by: Spanky on Thursday, May 31, 2012, 14:45:04 PM
I think...
View > Level Properties

Somewhere in there.
Title: Re: Simple Questions in the Editor
Post by: Koden on Thursday, May 31, 2012, 15:08:05 PM
Another stupid question. How do I edit the team names so they are not Assault and Defense? and the team description and all that good stuff.

If by team description you meant the briefings, there's a dedicated folder for them in the main game one.

You can edit one, write it up as you prefer, and name it with your exact map name, it will be loaded when you play (e.g. tunnel_ambush.aoo -> tunnel_ambush.txt in the briefing folder).

edit: yep, team names are under level options - AGP - Team Names.
Title: Re: Simple Questions in the Editor
Post by: Alex on Thursday, May 31, 2012, 15:56:51 PM
I think...
View > Level Properties

Somewhere in there.

This.

View > Level Properties > AGP > Team Names
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Thursday, May 31, 2012, 16:05:38 PM
thanks guys. found it ;D
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Friday, June 01, 2012, 14:27:08 PM
Ok so for my map i just copied the spawns over from mout mckenna. For some reason last night when i had a few people playing the map the enemies looked like friendlies (just like in rummage). How do I go about changing this?
Title: Re: Simple Questions in the Editor
Post by: Alex on Friday, June 01, 2012, 14:28:36 PM
Ok so for my map i just copied the spawns over from mout mckenna. For some reason last night when i had a few people playing the map the enemies looked like friendlies (just like in rummage). How do I go about changing this?
Should also be in level properties. Also, I wouldn't copy spawns from MOUT because MOUT doesn't have very many player slots. You want at least 26 spawns that way if there is a full server some don't have to leave due to not enough spawns.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Friday, June 01, 2012, 15:51:03 PM
Should also be in level properties. Also, I wouldn't copy spawns from MOUT because MOUT doesn't have very many player slots. You want at least 26 spawns that way if there is a full server some don't have to leave due to not enough spawns.

the reason i chose mout was because my map isnt very big and i think it would be a little crazy with 26 people in it lol but i see what youre saying
Title: Re: Simple Questions in the Editor
Post by: Spanky on Friday, June 01, 2012, 16:20:48 PM
IMO, all new custom maps should have 15 or 16 spawn points per team. Assist allows 30 or 32 players in a server, I forget which.
Title: Re: Simple Questions in the Editor
Post by: Koden on Friday, June 01, 2012, 16:23:28 PM
IMO, all new custom maps should have 15 or 16 spawn points per team. Assist allows 30 or 32 players in a server, I forget which.

That is going to require some good hosting i think. I've rarely seen 28 slot servers, not to mention 30 or 32 ones.

Btw i'm not sure whether you care about map sizes or not...?
Title: Re: Simple Questions in the Editor
Post by: Spanky on Friday, June 01, 2012, 18:28:20 PM
I don't think adding 2-4 more slots will affect servers performance. You're talking 10% more load if that.
Title: Re: Simple Questions in the Editor
Post by: BlueBlaster on Friday, June 01, 2012, 21:10:40 PM
Just add the playerstarts yourself, and add a lot even if it seems unnecessary. It's better to have more people running around than people spectating and complaining about not spawning.
Title: Re: Simple Questions in the Editor
Post by: Alex on Friday, June 01, 2012, 22:27:12 PM
Just add the playerstarts yourself, and add a lot even if it seems unnecessary. It's better to have more people running around than people spectating and complaining about not spawning.
I find it easier just to copy them from a map and edit to your liking. That way you don't have to do stuff like choose what team it is. Yeah, that's how lazy I am. :P
Title: Re: Simple Questions in the Editor
Post by: Possessed on Friday, June 01, 2012, 22:33:31 PM
I find it easier just to copy them from a map and edit to your liking. That way you don't have to do stuff like choose what team it is. Yeah, that's how lazy I am. :P

create 1 PlayerStart and then Duplicate it :D
Title: Re: Simple Questions in the Editor
Post by: Alex on Friday, June 01, 2012, 22:35:22 PM
create 1 PlayerStart and then Duplicate it :D
Too much work.
Title: Re: Simple Questions in the Editor
Post by: BlueBlaster on Friday, June 01, 2012, 23:04:12 PM
CTRL + W

But I still like making them by hand. Don't know why.
Title: Re: Simple Questions in the Editor
Post by: Spanky on Friday, June 01, 2012, 23:24:53 PM
I always copied from another map. Doing squads and weapon layouts... it's boring. I focus on the map more than I do the playerstarts or objectives.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Saturday, June 02, 2012, 22:29:08 PM
so i put 4 security cameras in my map and they all work fine and everything in the 2.4.1 when i test the map. But now all of a sudden i can no longer open the map in 2.5? When i type "open office" nothing shows up at all and it wont let me run a lan server on the map anymore either. The map is in my 2.5 maps folder. I have no idea what couldve caused this.
Title: Re: Simple Questions in the Editor
Post by: Spanky on Saturday, June 02, 2012, 23:36:13 PM
I solved this via PM.
Title: Re: Simple Questions in the Editor
Post by: Alex on Saturday, June 16, 2012, 00:18:23 AM
Hey max, just a heads up, but you don't have to add commvolumes to zoned off rooms. There is a comm location option in the zone info. This way you don't have to mess with commvolums for indoor areas.
Title: Re: Simple Questions in the Editor
Post by: eKC0mm on Saturday, June 16, 2012, 09:14:19 AM
Trigger Events?

I have been working alot with movers and i have experimented with the multiple ways of controlling them. However i am having trouble finding a way to make it so that an useControl keypad in separate room opens a door.

In my map i want to have it so when you capture 1 of the objectives this door opens permanently for the remainder of the mission.
Title: Re: Simple Questions in the Editor
Post by: Koden on Saturday, June 16, 2012, 09:30:45 AM
Trigger Events?

I have been working alot with movers and i have experimented with the multiple ways of controlling them. However i am having trouble finding a way to make it so that an useControl keypad in separate room opens a door.

In my map i want to have it so when you capture 1 of the objectives this door opens permanently for the remainder of the mission.

I happened to set up a few doors in Interdiction in the same exact way. Basically it is an objective that once completed triggers a door open. You can choose the amount of time needed to complete the triggering, the sound being executed on and right after the triggering. There are 2 types of it in Interdiction, look at the 2nd floor doors, where there's the objective icon (i don't remember if you have the 2.5 editor or not, but you can still look at playing the mission).
Title: Re: Simple Questions in the Editor
Post by: eKC0mm on Saturday, June 16, 2012, 10:55:32 AM
Well maybe soon ill actually be able to look at your map in the editor to see how its done.

Another thing i don't get is why some sides of my bsp have these double lines while others do not. These are incredibly obnoxious, and they make it difficult to line everything up. At the same time i cant find them in any of the official maps.

Why do i have these double-lines?

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F7356%2Fdumbj.jpg&hash=6b5f712456dcd5e170c57b8e59d299d9)
Title: Re: Simple Questions in the Editor
Post by: BlueBlaster on Saturday, June 16, 2012, 12:18:42 PM
Eckom, it means you accidentally partially rotated your bsp on one axis. You can accidentally rotate bsp with the right mouse button in normal selection mode.
Title: Re: Simple Questions in the Editor
Post by: eKC0mm on Saturday, June 16, 2012, 13:05:26 PM
ahh all my quick clicking coming back to bite me. I'll have to be more careful moving and resizing my brushes.

TY blue
Title: Re: Simple Questions in the Editor
Post by: Spanky on Saturday, June 16, 2012, 14:51:07 PM
ekcomm, it would be advisable to redo that brush. It looks to me like you vertex edited it and snap to grid wasn't enabled. I just want to take this opportunity to say that the whole BSP alignment thing isn't about aligning to the larger bold line on the grid, it's about aligning BSP to each other and making sure everything is squared up. It doesn't matter what grid line you align to, it just matters that all the BSP in the editor is at right angles and flush with other BSP. Obviously cylinders break this rule but they too can cause issues.

Anyway, if you want a super simple keypad controlled mover, take a look at the garage door on Pipeline. I believe it has something to do with the Object property on the Mover, something about bInitialState.
Title: Re: Simple Questions in the Editor
Post by: Alex on Saturday, June 16, 2012, 15:03:26 PM
Anyway, if you want a super simple keypad controlled mover, take a look at the garage door on Pipeline. I believe it has something to do with the Object property on the Mover, something about bInitialState.
Dockside also has 2 garage doors open by pressing a button. You need a trigger and then link the trigger to the mover (I believe you do this by naming them the same thing under event) I could be wrong. Then change the initiate state in the mover settings to triggerControl, UseTrigger, or something like that. Too lazy to open the editor and look.
Title: Re: Simple Questions in the Editor
Post by: eKC0mm on Saturday, June 16, 2012, 16:21:57 PM
I just want to take this opportunity to say that the whole BSP alignment thing isn't about aligning to the larger bold line on the grid, it's about aligning BSP to each other and making sure everything is squared up.

Yeah, i know that. The strange thing is this happened in places that i absolutely didn't do any vertex editing. ALSO i haven't once turned off the grid. Strange, i know. But i am fixing the few places where this happened.

And thank Killa i was trying so hard to find a map with a control like that.
Title: Re: Simple Questions in the Editor
Post by: Spanky on Saturday, June 16, 2012, 16:22:52 PM
The important thing is that you're spotting it and you know what to look out for. Also that you're fixing it :)
Title: Re: Simple Questions in the Editor
Post by: Spanky on Monday, June 18, 2012, 01:01:31 AM
So, I think I helped FPS on both mAAp Pipeline and my Forest map. After trying to debug the FPS issue on the almost empty Forest map, I have to conclude that it's the high-poly terrain that's causing FPS issues. So I searched the web and came across a variable in the TerrainInfo actor; TerrainSectorSize. I played with this variable and it seems changing it from the default 16 to 24 seems to give a few more FPS and stabilize certain areas. Am I delusional? Someone else should try this. I mean, if I can see a few FPS increase on this 256MB old video card... I wonder what it will do for better GPUs...
Title: Re: Simple Questions in the Editor
Post by: BlueBlaster on Monday, June 18, 2012, 17:48:12 PM
I think the terrain "resolution" makes a difference too. Forest terrain texture is 256x256. I wonder how it'd look if you stretched a 128x128 terrain to the size the 256x256 occupies. Its basically a poly count difference.
Title: Re: Simple Questions in the Editor
Post by: Koden on Monday, June 18, 2012, 18:02:59 PM
I think the terrain "resolution" makes a difference too. Forest terrain texture is 256x256. I wonder how it'd look if you stretched a 128x128 terrain to the size the 256x256 occupies. Its basically a poly count difference.

Shouldn't that look simply half the res? 128x128 is quite small. Btw, how does the engine works with texture memory usage? Does the amount of copies of a single texture matter in any way?
'
Title: Re: Simple Questions in the Editor
Post by: Spanky on Monday, June 18, 2012, 18:05:20 PM
Blue, since you know more about terrain than I do, is there a way to scale down the poly count without redoing the map?
Title: Re: Simple Questions in the Editor
Post by: BlueBlaster on Monday, June 18, 2012, 18:31:23 PM
Fastest way to do it as I think of it right now, export all the terrain textures and resize it to 128. Reimport and change the scale to fit the original size. Check if there is a terrain scale because I forgot if there is.
Title: Re: Simple Questions in the Editor
Post by: eKC0mm on Tuesday, June 19, 2012, 09:43:50 AM
Any way to kill off (move, make disappear or destroy) a staticmesh once it takes a certain amount of damage?
Title: Re: Simple Questions in the Editor
Post by: Spanky on Tuesday, June 19, 2012, 12:40:08 PM
Kind of... You could try to manipulate a DecoMesh. All breakable windows are DecoMeshes. You can make the health higher and then disable the "destroyedmesh" part of it.
Title: Re: Simple Questions in the Editor
Post by: eKC0mm on Tuesday, June 19, 2012, 15:34:52 PM
That is working! except im having trouble setting the health on the object. They are being destroyed on contact with a bullet.
Title: Re: Simple Questions in the Editor
Post by: BlueBlaster on Tuesday, June 19, 2012, 15:44:08 PM
There are multiple health options. Damagehealth and destroyhealth or something. Try them both.
Title: Re: Simple Questions in the Editor
Post by: Alex on Sunday, August 25, 2013, 03:17:58 AM
This thread needs some use.

Why is this happening and how the hell can I stop it?

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F43C0mr3.jpg&hash=f1febc6e97d502134248ca14ed53e742)

As you can see I have light actors there but they don't seem to be casting onto the wall. Every other wall in the room is fine...
Title: Re: Simple Questions in the Editor
Post by: Endboss on Sunday, August 25, 2013, 08:56:45 AM
the wall is unlit?
Title: Re: Simple Questions in the Editor
Post by: Spanky on Sunday, August 25, 2013, 12:21:26 PM
Might just be the texture. Dark textures are hard to see light. Also, you'd need to raise the lightmap setting. Also check if SpecialLit in F5 settings after selecting the surface.
Title: Re: Simple Questions in the Editor
Post by: Maxbulldog_53 on Sunday, August 25, 2013, 14:02:21 PM
Might just be the texture. Dark textures are hard to see light. Also, you'd need to raise the lightmap setting. Also check if SpecialLit in F5 settings after selecting the surface.

if it was just the texture wouldn't it be like that for all the walls in the room? Killa said all the other walls were fine. I had this issue back in the day and i think the way i resolved it was raising the lightmap setting.
Title: Re: Simple Questions in the Editor
Post by: Alex on Sunday, August 25, 2013, 14:16:26 PM
Might just be the texture. Dark textures are hard to see light. Also, you'd need to raise the lightmap setting. Also check if SpecialLit in F5 settings after selecting the surface.
It's the same texture as the rest of the walls in the room and the other walls are lit properly. No flags are selected in the surface properties menu either. I raised the light map to 1 and put it down to 128 and neither did anything. I'm out of ideas...
Title: Re: Simple Questions in the Editor
Post by: Spanky on Sunday, August 25, 2013, 14:17:30 PM
Send it to Dropbox, let me take a look.
Title: Re: Simple Questions in the Editor
Post by: Alex on Sunday, August 25, 2013, 14:30:02 PM
Map is uploaded so you can look at it. It's the second floor radio station.
Title: Re: Simple Questions in the Editor
Post by: Spanky on Sunday, August 25, 2013, 15:00:34 PM
AmbientBrightness in ZoneInfo. None of those rooms are using it. For whatever reason the lights in the room are bright on the other walls but not the dark one. Balance it out with the ambience and see where to go from there.

That's also a great way to edit lighting instead of using light actors. You can set the tone/color of a room and the brightness. Then just add a few spotlights in key areas to bring out the detail.
Title: Re: Simple Questions in the Editor
Post by: Alex on Sunday, August 25, 2013, 15:54:43 PM
AmbientBrightness in ZoneInfo. None of those rooms are using it. For whatever reason the lights in the room are bright on the other walls but not the dark one. Balance it out with the ambience and see where to go from there.

That's also a great way to edit lighting instead of using light actors. You can set the tone/color of a room and the brightness. Then just add a few spotlights in key areas to bring out the detail.
That worked fairly well. The shadows aren't that great buy oh well. I wish there was a way to fix it instead of just a work around but I guess that's unreal for you.  :)
Title: Re: Simple Questions in the Editor
Post by: Spanky on Sunday, August 25, 2013, 15:56:42 PM
Delete all the lights in the room and set AmbientBrightness. If the walls are still bright, other lights are casting onto it. It could just be how you're building the BSP.
Title: Re: Simple Questions in the Editor
Post by: ELiZ on Sunday, August 25, 2013, 15:57:06 PM
But isn't the surfaces that looked ok some kind of indication that something is wrong with the zone?
Title: Re: Simple Questions in the Editor
Post by: Alex on Sunday, August 25, 2013, 16:04:55 PM
Delete all the lights in the room and set AmbientBrightness. If the walls are still bright, other lights are casting onto it. It could just be how you're building the BSP.
Yeah it's already done. I deleted all the lights and set the ambient brightness and all the walls looked the same. I then placed a couple of spotlights to show some shadows. It's not ideal but it works.

But isn't the surfaces that looked ok some kind of indication that something is wrong with the zone?
The zone is working properly as far as I can tell.
Title: Re: Simple Questions in the Editor
Post by: Spanky on Sunday, August 25, 2013, 16:06:13 PM
The lights causing those walls to be overbright are the ones in the room below with the knocked over vending machines. They're simply leaking through the walls (again, maybe a product of how the walls are built). Use more AmbientBrightness and lights with less radius.

Saved a copy of the fixed map to Dropbox so you can see.
Title: Re: Simple Questions in the Editor
Post by: Alex on Sunday, August 25, 2013, 16:09:47 PM
The lights causing those walls to be overbright are the ones in the room below with the knocked over vending machines. They're simply leaking through the walls (again, maybe a product of how the walls are built). Use more AmbientBrightness and lights with less radius.

Saved a copy of the fixed map to Dropbox so you can see.
The problem wasn't that the other walls were too bright, it's that that wall wasn't being lit. At all. No matter how many lights I put up to it none of them would show on the wall. I'm well aware of the light bleed and I'm currently in the middle of redoing all of the lighting on the map.

It definitely could be how the BSP was built and I'll look into it.
Title: Re: Simple Questions in the Editor
Post by: Spanky on Sunday, August 25, 2013, 16:37:33 PM
If it weren't for all the light bleed, all the walls would be unlit like that because AmbientBrightness = 0. The lights in that room weren't lighting the room walls at all.
Title: Re: Simple Questions in the Editor
Post by: Alex on Sunday, August 25, 2013, 21:19:21 PM
If it weren't for all the light bleed, all the walls would be unlit like that because AmbientBrightness = 0. The lights in that room weren't lighting the room walls at all.
OK, now I'm confused. What do you mean by the lights in the room weren't lighting the walls at all? Once I took all the lights out, the other 3 walls went dark....

I normally don't use ambient brightness and it's never caused a problem before....
Title: Re: Simple Questions in the Editor
Post by: Spanky on Sunday, August 25, 2013, 21:32:12 PM
I removed the lights in the room with the dark wall, rebuilt all lighting and the other 3 walls were still lit up. It wasn't until I removed the lights in the room with the vending machines that they returned to normal.