PDA

View Full Version : About UEd in general... please help


Jaakko
04-01-2007, 07:56 PM
What is the error that in some maps if you are at a certain point and look at a certain place the walls structure get bugged and invicible and you can see through it? Has this been fixed in newer Unreals like 3?

I have tried to do few maps, but for example when I created a spiral-like pathway with that small tool to get it's shape and put it in the map and tested it, the players can walk in the air near of it and not fall. And I made a building wall, but when I try to use jump boots near it it bounces back from the air near of the building. I have no idea what is causing these problems. And again, are they fixed in newer Unreals?

One more thing is that I have no idea how to create my own doors, lifts etc. I mean that how can I put how faast it moves and where???

A good tutorial could help, but I haven't found any...

Nova Silisko
04-01-2007, 08:06 PM
is what your talking about a HOM (http://wiki.beyondunreal.com/wiki/Hall_Of_Mirrors)?

cuz they are in in Unreal engine 1-2 but not 3


EDIT: about doors and lifts, you just make a builder brush and click the mover icon, look here (http://wiki.beyondunreal.com/wiki/Mover_Topics)

Jaakko
04-01-2007, 08:28 PM
It might be this HOM. Is there any reason why the players can walk in the air and are these problems in U2 or U3?

Red_Fist
04-01-2007, 10:53 PM
Yes it is in all versions.

You need to go read some stuff.

use unreal wiki

and keep reading, those GRID lines when you work in unreal editor.(the background of top, side, and front views)
Make ALL the lines and dots line up exactly on those grid lines, and most of the problems will go away.

Jaakko
04-02-2007, 03:23 AM
Make ALL the lines and dots line up exactly on those grid lines, and most of the problems will go away.
But isn't that a huge amount of effort to do? Btw when you do a map is the best way to connect two brushes by only changing the location of the another. This way I usually have to fix it quite a lot of times to get it right. And the more brushes, the more harder or? Do you have any timesaving tips for me?

overrandom
04-02-2007, 04:01 AM
But isn't that a huge amount of effort to do?

Uh oh, Jaakko!

Do you have any timesaving tips for me?

Oh no, Jaakko!



Here's a lesson in UnrealED life. NEVER try to do something speedy. NEVER try to find the fastest way to do something in UnrealED. and ALWAYS put effort first.

For example, I've got an ONS map that is about 8 months in production and its looking fantastic. And I just released a map that I did in 5 hours. Absolutely terrible

:)

Nova Silisko
04-02-2007, 07:14 AM
Yes it is in all versions.




Not in UE3, cause there is just an empty world and you add stuff to it

Jaakko
04-02-2007, 09:09 AM
If I make a map for U1 is there a possibility some of the servers could put it to the list at least for a little while so I could play it with others on Internet?

Red_Fist
04-02-2007, 10:30 AM
Not in UE3, cause there is just an empty world and you add stuff to it

Hmm, that robotz? game?, they said ued users can still build things traditionaly, subtracts and adds.But they also said you can just use adds because they don't use portals.

But I can definitly say, because of the way things work, BSP holes will be around for a long time, or HOM.

Go read this, and tell me more, because I can't say, but too much for me to know.
http://www.cs.swan.ac.uk/~csandrew/papers/disser.pdf

Nova Silisko
04-02-2007, 10:34 AM
first of all, its 'RoboBlitz' secondly, UE3 works off of an empty world, so, you can make a level without touching BSP.

when you hit new in UED 4 you can select additive or subtractive, but subtractive just adds a giant cube as big as UED can handle.

so, because its an empty world, it just is displayed as a black void in which you fall for eternity. and i have yet to see a BSP hole in UE3.

heres an example:

Red_Fist
04-02-2007, 10:48 AM
I don't know, but considering all the math involved there has got to be somthing that will mess up.
but the guy up there to use the grid, should stop many BSP problems and collision problems?

Go read that pdf a little, man it's a whole lotta stuff going on with BSP.
far beyond me for sure.
Well if I got a hold of that editor, I bet I could make bsp holes, lol. without wanting them.

Nova Silisko
04-02-2007, 10:51 AM
yeah, ive only had it for a month, and ive been mainly working on DM-Wiked for UT2004