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DM-InfernoTown idea (Read 16523 times)
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Re: DM-InfernoTown idea
Reply #20 - 01/31/08 at 10:54:50
 
Hm, nice project here. I've been playing Heroes III for years so I'm interested in the outcome.
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Re: DM-InfernoTown idea
Reply #21 - 01/31/08 at 16:07:22
 
So Buster, you mean it *shouldn't* even *touch* anything?
And how do you make custom tiles? When you try to deintersect UEd thinks that there is no way that something could have 0 height so it makes it into 999999999999 height or something. For now I use a cube brush that has 1 height, it can be deintersected.
And with the BSP overview, how do you know which causes the errors? What colour will they be?
What are coplanar ploys? You mean Merge Faces?
Nope, it never vanishes... Why should it, lol.

And Tron, you mean it snaps if it is the same brush or what? Looks like I don't have it enabled as it doesn't snap anywhere.

Try out the Hall of Sins, Hyper Smiley

Edit: Doesn't work with Nonsolid as well. I couldn't get the error as it crashes instantly and the error just blinks one time. But the last entry in the log file is:
Code:
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limi 


What could that mean?
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« Last Edit: 01/31/08 at 16:29:14 by GreatEmerald »  

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Buster
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Re: DM-InfernoTown idea
Reply #22 - 01/31/08 at 21:20:11
 
I was just stating a few different things that can cause a BSP problem !!

As for all the colours in the BSP view ... each one is just to let you see the different cuts. The actual colour used itself doesn't mean anything.

Try an experiment to see what I mean. The best way to learn this stuff is to try it out. Subtract a simple cube room and Add a small cube altar in the middle of it. Have it touch the floor, and rotate it so its a diamond in the top view.

Now Rebuild the map and take a look at it in the BSP view. You will see the BSP cut angle out from the altar all the way across the floor of the room. In a huge map with lots of these types of BSP cuts in it will cause problems.

Let's add a thin post into the room now. Have it touch the floor. Rebuild and BSP view it ... take a look at the thin BSP cuts that the post causes.

Now change the grid scale to 1 and select the altar and post. Move them 1 unit above the floor. (Of course having a PlayerStart in the room helps too - LoL). Rebuild the map and now see it in the BSP view. the floor of the room should be smooth ... no cuts like before.

Ctrl-P to run the map (without bots of course) and take a look at the altar and post. They do appear to be touching the floor - from the point of view of the player.

If you really want to see how doing this does help, take a look at the original Zahltag map and see the lots (and lots lots lots) of cuts in the BSP view. That's why that map had tons of BSP holes etc.

Now grab Dm-ZahltagOps. Open it in the editor and take a look at it. Most of the angled and thin BSP cuts have been removed. A map with MORE stuff than the original ends up having hardly any BSP problems at all, runs smoother (etc etc).

It takes alot of work, trial and error, etc. Sometimes when you move one thing a BSP error will show up on the other side of the map. You can follow the angle of the cut from the object that's causing it and trace it across the map to where the error is. There is the odd problem that is quite impossible to fix, because more wierd cuts happen elsewhere.

The bigger the map the more likely a problem will occur.

Another thing that tends to help is ... build your map using "subtracted" brushes. Keep the added ones simple (like a streetlight or other smaller object). And try and pre-plan the building of your map to use as few brushes as possible.

It does help decrease the number of errors that you'll have to fix up.
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Re: DM-InfernoTown idea
Reply #23 - 02/01/08 at 15:27:18
 
OK, but any more ideas on how to make the Marketplace work?
I've started building the Capitol, it's quite large actually Smiley
And I still don't get the BSP colours - it's all red first, then gets some green and other colours... And if you do something all the colours change.
And when you raise things 2 or 1 UUs they can't fit nicely if there is something above them (like a column and a stone block on that).
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Re: DM-InfernoTown idea
Reply #24 - 02/01/08 at 20:14:06
 
Like Buster said, the colours themselves don't actually mean anything... they're just there to emphasise the cuts in the BSP... lots of different colours at crazy angles usually means a high chance of holes/errors in the BSP, and could affect performance as well.
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Re: DM-InfernoTown idea
Reply #25 - 02/04/08 at 21:14:25
 
I'm half way to making the Capitol, but there are many BSP cuts even if I try to keep brushes away from each other. And the BSP view doesn't work in D3D rendering - strange! In software there are many different colours...
By the way, in Epic maps, when you rebuild, you get nasty BSP cuts as well - how can this be? And their waterbrushes are almost all corrupt - huge BSP cuts, invisible etc.
Dots should know that as he converted Betas to U1 Smiley
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Re: DM-InfernoTown idea
Reply #26 - 02/16/08 at 19:33:04
 
Completed the Capitol Brush UNR! You can see how it looks (if you add some things you can even play it Wink ), and I will add the Brush itself as well as the playable UNR soon (there is not much to be added to the playable version, but some cool spots for snipes and powerups! Wonder why New World Computing made buildings just perfect for Unreal? Cheesy )
Here's the brush UNR, openable with UED:
http://upload66.com/file/14877/PART-ITCapitol-zip.html

Feel encouraged to BSP-hunt there!

And here's the T3D:
http://upload66.com/file/14878/ITCapitol-T3D-zip.html

EDIT:
AAARGH!!! I hate that message!!! Why can't I add those lights to the level?! The same error!!! What should I do now?!

Code:
General protection fault!



History: URender::ClipBspSurf <- URender::OccludeBsp <- URender::OccludeFrame <- URender::OccludeBsp <- URender::OccludeFrame <- URender::OccludeBsp <- URender::GetVisibleSurfs <- FMeshIlluminator::ComputeAllLightVisibility <- UEditorEngine::shadowIlluminateBsp <- UEditorEngine::Exec <- (LIGHT APPLY SELECTED=0 VISIBLEONLY=1) <- WEditorFrame::OnCommand <- WM_HSCROLL <- WWindow::WndProc <- WWindow::StaticProc <- DispatchMessage <- 000808DA 273 <- MessagePump <- MainLoop 

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« Last Edit: 02/16/08 at 21:23:33 by GreatEmerald »  

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Re: DM-InfernoTown idea
Reply #27 - 02/17/08 at 09:40:01
 
Here's what I get other times (when not rebuilding):

Code:
General protection fault!



History: URender::OccludeFrame <- UEditorEngine::Tick <- UpdateWorld <- MainLoop 


I believe this has something to do with zones... When I added a zone portal cube, inside everything worked (and even without it, if the light is not in an outside area, it works). Guess it doesn't like lighting many surfaces... Any suggestions?
And with the zone portals, is it OK to add a cube zone portal? Or only the tiles are good? Or maybe I should add a hollow cube? As now it generates some very nasty BSP errors.
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Re: DM-InfernoTown idea
Reply #28 - 02/22/08 at 18:36:47
 
Hello, anyone reading this? Smiley

Managed to get it to work (mapped in Perspective mode and used Zoning, seems to have made effect). Here's the PT map, enjoy Smiley And rate!:

http://upload66.com/file/15028/PT-ITCapitol-zip.html

EDIT: Pictures added to the first post. Look them up!
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« Last Edit: 02/22/08 at 20:28:09 by GreatEmerald »  

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Re: DM-InfernoTown idea
Reply #29 - 08/07/09 at 20:35:08
 
Sorry for a necrobump, but...
Looking back, I see that creating buildings first wasn't quite a good idea due to lack of semisolids... However, I still can't create a good terrain in UE1. I guess I could get quite impressive results and continue development if I actually had a good terrain to start out with...

And those screenshots in the first page look so good... Thinking that all of that was created without any zones and without a single semi-solid brush!

I'll see if I can recover these files and continue the development after I'm done with the U2 project Smiley

EDIT: I've found the files! Yay! And thinking about it, I will be able to copy/paste buildings on the terrain easily this way as well. Now I only need to figure out how to create a good round horn... Guess Brush Clipping might help!
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« Last Edit: 08/07/09 at 22:39:37 by GreatEmerald »  

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Re: DM-InfernoTown idea
Reply #30 - 08/09/09 at 11:26:54
 
I've completed the Marketplace of InfernoTown:
... (No idea why the stalls look empty)
...
...
...
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Re: DM-InfernoTown idea
Reply #31 - 08/09/09 at 21:52:17
 
Any possible release dates?
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Re: DM-InfernoTown idea
Reply #32 - 08/09/09 at 23:15:37
 
Nope. I've only completed 4 out of 16 buildings in the town (5 is in the works) and I still need the terrain...
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Re: DM-InfernoTown idea
Reply #33 - 08/15/09 at 18:50:32
 
Now working on the interior of the Magic Guild. The exterior is complete, with fire bowls, flags and such Smiley
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Re: DM-InfernoTown idea
Reply #34 - 08/15/09 at 18:54:50
 
Smiley
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Re: DM-InfernoTown idea
Reply #35 - 11/09/09 at 21:19:51
 
Bit of a teaser:
... ...

Note that I'm going to resume working on this only after I'm done with UT3 mod for UT2004 models, since I actually have a team there Wink
And these pics are early alphas, no lighting yet.
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Re: DM-InfernoTown idea
Reply #36 - 11/09/09 at 23:11:49
 
Looking good... Smiley
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Re: DM-InfernoTown idea
Reply #37 - 11/14/09 at 15:48:15
 
Working on the 1st floor, it's something like a mage practise room:
...
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Re: DM-InfernoTown idea
Reply #38 - 12/14/09 at 17:14:03
 
3rd floor, the administration room:
...

Only one, small floor left to go, and then I'll start working on lights and sounds.
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Re: DM-InfernoTown idea
Reply #39 - 12/15/09 at 17:24:45
 
All right, the last floor is up:
...
Yes, many special effects Smiley I'll now work on lighting, let's see how it goes Smiley
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