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Maps created to play U2vehicles mod

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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Maps created to play U2vehicles mod

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

On any type of light, you need to set VolumeBrightness, VolumeRadius and VolumeFog (this one can be 0) and set the zone's bFogZone variable to True. Rebuild all then and you got the fog.
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Dozey
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Re: Maps created to play U2vehicles mod

Post by Dozey »

And i need a texture of a skycraper (it can be from UT 99) ;P
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Maps created to play U2vehicles mod

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

I don't have UT installed... You can look on Google or somewhere if you want the pic or just set whole wall as a mirror and then put horizontal and vertical bars to make the glass effect.
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Re: Maps created to play U2vehicles mod

Post by Dozey »

I have ended DM_Skybase but i need to build some panels pipelines a.o.But i have one problem.On all map i don't see decorations like:robot cannons and i have problem with vehicles.If i see vehicle from 3th person it's visible in 1\2 and when i enter to it it's invisible.Maybe vehicle bug??
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Dozey
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Re: Maps created to play U2vehicles mod

Post by Dozey »

I must know how to make impenetrable mover it means that when i am going to the lift and i would to ride up by this lift i see:the lift is penetrable and it's moving up without me or when i create a door and it don't stop me.I need help or my map will be without movers like elevators doors and other.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Maps created to play U2vehicles mod

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

I don't really understand what do you mean. :-?

If you mean that you can go through the door, try to change its MoverEncroachType to Stop or Return if it's on Ignore.
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Dozey
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Re: Maps created to play U2vehicles mod

Post by Dozey »

No i haven't got it on Ignore or Stop or another Encroach type.I used the Return when encroach and mover is penetrable again.It must block actors when is closed or it's haven't opened enough but it's not!What i must change to make unpenetrable mover?? :'(
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Maps created to play U2vehicles mod

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

If you want the door to be unable to open until you trigger something else, set its trigger to OtherTriggerTurnsOn (or something similar) in default properties. Other than that, I don't know what do you mean... If you can go THROUGH a door, your map's BSP is probably f*cked to hell, as 99,94% of Infiltration maps' are.

If you mean something different, upload the map and lemme check.
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Re: Maps created to play U2vehicles mod

Post by Dozey »

Yeah the BSP is broken or something.SO what ia have to do?? :'(
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Maps created to play U2vehicles mod

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

There's a good entry in Wiki here:
http://www.oldunreal.com/wiki/index.php ... %26_Tricks

Most important:
[ch8227] Use as many zones as there should be, for example: zone off each room and each corridor if it gives you BSP problems, else zone off at least each corridor along with rooms you can enter from it.
[ch8227] If you have complex solid brushes that don't have anything subtracted from them, make them semi-solid.

Good luck. :)

Remember to use many zones!!!
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Sun Dec 27, 2009 12:02 am, edited 1 time in total.
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Dozey
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Re: Maps created to play U2vehicles mod

Post by Dozey »

how to change this bsp?? what i must click?? :(
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Maps created to play U2vehicles mod

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Add zones dude. You add zones by adding sheets, setting their properties to portal and optionally, invisible, have them zone rooms off, and add a ZoneInfo actor (Actor -> Info -> ZoneInfo) in each zone, the same way as you add water or skybox, but add ZoneInfo instead of WaterZone/SkyZoneInfo.

If you want some settings to tweak, there's a button right next to the rebuild all button, and when you click on it, a window opens and you can mess with the two sliders, but don't mess with them too much, and always make a backup before doing so, because they can f*ck your map up more than they can fix it. So be careful.
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Leo T_C_K
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Re: Maps created to play U2vehicles mod

Post by Leo T_C_K »

Add zones dude. You add zones by adding sheets, setting their properties to portal and optionally, invisible, have them zone rooms off, and add a ZoneInfo actor (Actor -> Info -> ZoneInfo) in each zone, the same way as you add water or skybox, but add ZoneInfo instead of WaterZone/SkyZoneInfo.

If you want some settings to tweak, there's a button right next to the rebuild all button, and when you click on it, a window opens and you can mess with the two sliders, but don't mess with them too much, and always make a backup before doing so, because they can f*ck your map up more than they can fix it. So be careful.
But you know...professionals and experienced users use the sliders a lot, how do you think some complicated maps were rebuilt? That normally are a swiss cheese, or more like, the mappers used command for rebuilding the maps.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Maps created to play U2vehicles mod

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

I know that, but he certainly doesn't look like a professional or a very experienced user...
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Leo T_C_K
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Re: Maps created to play U2vehicles mod

Post by Leo T_C_K »

Well, he should learn then. :P
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Dozey
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Re: Maps created to play U2vehicles mod

Post by Dozey »

i know how to add sheet and zone info.Im not too stupid as you see   :P .But thank's for your huge help darksider.The mover is unpenetrable like in other maps   :-*  but it must be small  for pawns   :o .i can forgot my ideas about elevators for vehicles :-/ .
Last edited by Dozey on Tue Dec 29, 2009 4:57 pm, edited 1 time in total.
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Dozey
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Re: Maps created to play U2vehicles mod

Post by Dozey »

WHat program converts .usx files to .u ?? .usx is staticmeshactor using by Unreal 2 and UT2k4
Last edited by Dozey on Tue Dec 29, 2009 5:37 pm, edited 1 time in total.
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Re: Maps created to play U2vehicles mod

Post by .:..: »

You can use Editor "Convert to brush" on a static mesh in level. Then export that brush as T3D and use MeshMaker to convert T3D into Mesh.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Maps created to play U2vehicles mod

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

i know how to add sheet and zone info.Im not too stupid as you see   :P .But thank's for your huge help darksider.The mover is unpenetrable like in other maps   :-*  but it must be small  for pawns   :o .i can forgot my ideas about elevators for vehicles :-/ .
I never said you're stupid, I'm sorry if you took it that way.
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Dozey
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Re: Maps created to play U2vehicles mod

Post by Dozey »

i haven't got ut2004 and ut.
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Dozey
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Re: Maps created to play U2vehicles mod

Post by Dozey »

i haven't got idea for "fulling" my map with elements like pipelines substracts with nice light and other.Can i send you Darksider a map to rebuild and add this elements?? :-/
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Maps created to play U2vehicles mod

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Sure. Upload it somewhere and I'll see what I can do. ;)
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Re: Maps created to play U2vehicles mod

Post by Dozey »

i will send to your email.
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Dozey
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Re: Maps created to play U2vehicles mod

Post by Dozey »

and?? have you got it??
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Re: Maps created to play U2vehicles mod

Post by mentalhunter »

Be patienced, i'm sure he will let you know when he has the time to look at his mail ;)
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