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Messages - ELiZ

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1261
Feedback & Suggestions / Re: [POLL] AA3 Ranch - Select Mission Type
« on: Tuesday, November 05, 2013, 01:15:20 AM »
Demolition it is.

Assault fire teams will be randomly placed in on of the four corners.
I've chosen the same weapon layout as the Map Steamroller, I really think the M4A1 with scopes and bipod makes the map justice.

1262
Feedback & Suggestions / Re: [POLL] AA3 Ranch - Select Mission Type
« on: Monday, November 04, 2013, 17:52:42 PM »
Looks like it's going to be Demolition.
What do you think, for Assault, should the whole team spawn at the same location(Random) or should the fireteams be spread out randomly?

1263
Feedback & Suggestions / Re: [POLL] AA3 Ranch - Select Mission Type
« on: Sunday, November 03, 2013, 22:31:40 PM »
This is the current version of AA3 Ranch for 25Assist
[youtube]Ue1YEaCMo0g[/youtube]

1265
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 23:33:27 PM »
If I convert the middle wall to a staticmesh, and place the Antiportal into that mesh this is the result:



Up close, not a ball in sight



All I'm saying is that don't count on what you see in the editor

1266
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 23:24:56 PM »
This is me standing right up to the wall in the v2 you edited.



Sure, less triangles, but that because there is less balls in view

1267
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 23:00:21 PM »
I'm been unable to issue the command RMODE 1 in the 2.5.0 client.


But here is a SS showing STAT RENDER, and looking on the amount of triangles it shows rendered, I think it's clear that it renders all those balls behind that wall..


1268
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 22:53:18 PM »
The above video was shot in 2.4.1 Client.

1269
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 22:50:37 PM »
[youtube]k-JCNVU4itc[/youtube]

1270
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 22:47:04 PM »
Slap my ass and call me Judy. Your Test2 actually does work without any modifications:


So, it doesn't matter that the AntiPortal is technically outside the main subtraction/geometry. Maybe Epic fixed that in the build we have?

Whatever you see in the editor, is not what the client sees
AntiPortal-Test2-Fixed-Works-Spanky.aao
Do not work..
Something makes it work in your editor, but not ingame for a client:
I'm uploading a video to youtube.. will post shortly

@VendorX

https://dl.dropboxusercontent.com/u/62876385/AntiPortal-Test2-DontWork.aao

1271
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 22:07:17 PM »
I'm rather sure
DropBox: AntiPortal-Test2-DontWork.aao

Proves that placing it inside the BSP will not work.

1272
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 21:50:55 PM »
I did some testing.

It might be a difference in the engine, but my tests with a map styled like the one in the video, having the Antiportal brush the exact same dimension, did NOT occlude objects.
DropBox: AntiPortal-Test1-DontWork.aao

Same Scenario, but the Antiportal a bit smaller than the wall and inside it, did NOT occlude objects.
DropBox: AntiPortal-Test2-DontWork.aao

But if the Antiportal brush sticks out, just by a little, it DOES Work, however that will cause objects to be occluded when they are not supposed to be.
DropBox: AntiPortal-Test3-Works.aao

So I recommend that you avoid Antiportal Brushes when dealing with the BSP, use the Surfaceflag instead.

1273
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 20:26:44 PM »
Ah, I must not have saved it with the AntiPortal. Still though, it's right where the builder brush is, inbetween the outside of the addition and the inside of the subtraction. It's inside the wall of the subtraction, it shouldn't be an issue. The AntiPortal should work anywhere, it's just up to the map editor to place it where it won't cause visual artifacts to the user.

According to this video, at least some of the brush must be in the space we can see(Outside of the BSP), or as in the video, the exact dimension as the addative brush of the wall.

Look at 05:30

I've never experimented much. but as a rule, I've only added antiportal to space inside Staticmeshes, not inside BSP.

1274
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 20:12:42 PM »
Does the AntiPortal work for you in Alley? There's only 1 there (I think) and you should be able to find it with the red brush.

A Antiportal brush placed inside the negative space of the BSP will not block anything.
That's what I've read anyway.

The Builder brush on the Alley map on dropbox, it's inside the negative space.
However, I cant find the antiportalbrush

1275
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 19:57:24 PM »
If you are having an issue, and I'm not, try resetting ini's

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