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First map, need some suggestions

Ask UnrealEd 1 mapping related questions, or give hints, tips and tricks
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Wolven
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First map, need some suggestions

Post by Wolven »

I've just started work on my first map, the idea is to make a huge military style office complex, which I've mostly done, excluding a few things I need help with:

How can I modify a brush into the shape of a computer and how can I setup an action to open a door?

[url=http://www.pixelcarnage.com/projects/first_encounter/pictures/001_large.jpg][img]http://www.pixelcarnage.com/projects/first_encounter/pictures/001.jpg[/img][/url]
The one and only CW-TheWölf
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Wolven
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Re: First map, need some suggestions

Post by Wolven »

Well, I answered my own question, using Wolfs Custom Brush tutorial and a toolbar reference I found... helps to click on the right buttons!

Anyhow, done a load more work today, now I even have computers:

http://www.pixelcarnage.com/projects/first_encounter/pictures/002_large.jpg
http://www.pixelcarnage.com/projects/first_encounter/pictures/008_large.jpg

Also, I know the keyboard image is around the wrong way, thats been fixed!

Anyhow, if anyone can point me at a tutorial about making doors and some advanced action action, that would be great! :)
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Hyper
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Re: First map, need some suggestions

Post by Hyper »

Sweet IBM TFT's :p
Alter your reality...forever.

http://www.hypercoop.tk
unreal://hypercoop.tk
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Buster
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Re: First map, need some suggestions

Post by Buster »

http://www.members.shaw.ca/editortools/ued-reference.zip

It's a collection of tutorials ... has all the answers and then some. :)

I've also got lots of great UEd tools on my site ...

http://www.members.shaw.ca/gatherstone/index.htm

Here's a direct link to the "Editor Tools" page ...

http://www.members.shaw.ca/gatherstone/ed-tools.htm

If you have any questions please don't hesitate to ask !!
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Wolven
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Re: First map, need some suggestions

Post by Wolven »

Thanks! TerraEdit looks great, and Mesh Maker should be good too.

Right now I'm having a hard time working out what is the right scale for everything, the benches for the computers seem too low and the screens too large... I have to add some chairs before I can work it out :P
The one and only CW-TheWölf
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Wolven
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Re: First map, need some suggestions

Post by Wolven »

UnrealEd bugs are getting me down, I'm trying to use a texture I imported (for laptops used around the map), but every time I try to play I get this message (Tip: If you want to copy a a windows error message, just use the keyboard copy command: CTRL+C):

---------------------------
Critical Error
---------------------------
Failed to enter Autoplay.unr: Can't find Package in file 'Package LWFirstEnc.Laptops'



History: UGameEngine::Init
The one and only CW-TheWölf
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.:..:
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Re: First map, need some suggestions

Post by .:..: »

You may forgot to save texture package after you imported texture 'Laptop'.
Try with opening editor and load the texture package and then reimport the texture with same name on it, then save the package again.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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DieHard SCWS
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Re: First map, need some suggestions

Post by DieHard SCWS »

Yeah that error does mean its missing that specific texture in the package !

You also may want to check if both the groupname and the texture itself do have the [glow=yellow,2,300]exact[/glow] name as far as name and use of capitals.





Funny because i am working on the LCD versions right now for the SGC map. But its cool, your version does resemble one of the (blanc) screens i am working on for the SGC map-project. Though my LCD still lacks the led(s) on it, aside the brand lol.

Here is a picture of one of them:
http://www.celticwarriors.net/SGC/01LCDBlack.jpg





As far as the size ingame, a good real size is 64 wide, 56 height. I didnt check on wide screens yet, but i asume something like 74 wide x 56 height would cover that pretty cool. At least i would not go make it higher than 56. 56 Seems to be the perfect height for any screen.


I am making 4 versions, 2 LCD versions and 2 CRT versions, while the LCD version also can be mounted to the ceiling, so in effect 4 versions LCD.




But i definatelly think your version is looking damn cool :) , nice work indeed, the socket its mounted on is way cool too :) Me like .........





Btw, another remark, be very carefull what names you use in the packages, Unreal even has big problems dealing with two different textures in two different packages, but with the exact same name ! Meaning you have to use unique names for the packages, but also for textures within those packages !!



Another thing, if you are in the progress of testing textures, always use a testmap for that, and not your actual work, it is often NOT possible to remove the texture from a map again. So if your in a texture testingfase use ALWAYS a testmap to make sure you don't wreck the actual map. The error you have could have a relation to that already ................



If the problem remains, you could strip the map from all its textures fairly easelly, but it means you have to retexture the complete map from scratch. If the error remains than let it know here and ill post strip info  ::)
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Wolven
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Re: First map, need some suggestions

Post by Wolven »

There are no missing textures, and the package it complains about does exist... and there are no name conflicts.
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Wolven
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Re: First map, need some suggestions

Post by Wolven »

As soon as I added the new laptop textures to my mesh/test map, it stoped playing too...

Now the only way I can make the editor load them is by loading the texture package into textures and then loading the map.
The one and only CW-TheWölf
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DieHard SCWS
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Re: First map, need some suggestions

Post by DieHard SCWS »

That to me sounds like you need to load the texture package in the editor, than open the map, than do a [glow=yellow,2,300]rebuilt[/glow]


Save the map, and see if it now will load normally in Unreal.





If it than still doesnt work you may need to strip the map. Though if you made a mesh for it, i dunno if such a same thing can apply to a mesh itself.


To see if its the map and not the mesh, simply export (export level) the map with a different name like test.t3d.

- than close the editor
- open the editor again (do NOT load any texture yourself !)
- import test.t3d as a new map
- hit rebuild.

If correct the map is completelly stripped from its textures, and you will see only the default green calcium texture.

Now save the map as test.unr or dmtest.unr (whatever you find conveniant)




Now see if the map will load normally without any problems, if this goes normally than you still don't know if its the map or the mesh.........lol(not of course). However if it still loads with problems, than you DO know that its the mesh doing it and NOT the map.





Since i don't know little to nothing about meshes, its maybe possible to do the same trick with the mesh itself.............


But you could try both options i gave to see if that helps.
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.:..:
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Re: First map, need some suggestions

Post by .:..: »

That can also mean you have another package or map with same name ie. "LWFirstEnc.u", "LWFirstEnc.uax", "LWFirstEnc.unr" or "LWFirstEnc.umx". Check out in your Sounds, Maps, Musics, System directorys for those files.
Else editor and unreal may load wrong package.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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DieHard SCWS
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Re: First map, need some suggestions

Post by DieHard SCWS »

That can also mean you have another package or map with same name ie. "LWFirstEnc.u", "LWFirstEnc.uax", "LWFirstEnc.unr" or "LWFirstEnc.umx". Check out in your Sounds, Maps, Musics, System directorys for those files.
Else editor and unreal may load wrong package.

Which is an very good addon to what i said above, indeed this goes for any package or name within a package, in fact, [glow=yellow,2,300]any[/glow] name in Unreal should be unique, and never be used again in any other package.



But how did it work out, were you able to solve the problem?
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Fuzzhead
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Re: First map, need some suggestions

Post by Fuzzhead »

welcome to the world of unreal mapping wolfy...its full of blood sweat and tears (tears for frustration, sweat for nervousely going threw a buggy editor, and blood if you smack your pc in the wrong area:P) by the way, thats a very nice first map, you hsould of seen mine...ich, anyway i do have a hint which has nothing to do with your current problem but the size of the 3d window can play tricks with your eyes..things may look small but sometimes they may end up alot bigger then you think :| of course i saw your pictures and it looks like your well aware of that, yet again nice work on the map so far, hope to play it soon, if you want i can send you a number list of all sorts of light colors although the lighting looks nice already but theres one catch...i havent finished the light number table yet :P
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Buster
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Re: First map, need some suggestions

Post by Buster »

Fuzzhead quote: "i havent finished the light number table yet"

The #s to make coloured lighting are different in the Unreal editor than are used by Paint. I bet that's why you're working on a "colour table" for lighting. Let's see if I can spare you abit of work. ;)

http://www.members.shaw.ca/editortools/ulight-full.zip

This little standalone program uses a Paint styled palette (with sliders and all) to pick a colour, and then with the click of a button it gives use the numbers you'll need to make a light source that colour. It works GREAT and saves lots of time.

I do believe it's also available for DL here at Old Unreal too.

Just looked, and YES it's here too. And I do believe it's the one from my website too. :)
Last edited by Buster on Thu Jun 15, 2006 8:37 am, edited 1 time in total.
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Keep it Unreal !!
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