Please ask your basic (newbie) questions in here. - by scumble
Ziemanskye on 3/2/2007 at 11:57
You need to create flags yourself, rather than setting pre-existing properties, and to be honest I've never worked out how to do it, I just know that it is possible.
As for going in an out of the volume...
I don't know - you could try putting the conditions for "When Volume breached..." on and see if that makes it work: I don't still have the scripts I was using in my version, so I'm not sure how it worked in specifics, but the actions were (roughly)
When Object frobbed:
Start the Matinee
Wait 2 seconds
Activate Volume
I don't think I used the Teleport script action, just the properties you can give to the volume. You might be able to just add that teleport Action to the _OnBook script and have it move the player directly without needing the volume at all.
Sorry I can't remember more accurately.
Tazonne on 3/2/2007 at 13:18
Q1: Can I resize the static meshes?
Q2: Rendering problems. I have some surfaces, especially floors which turn black, G can fall through them etc... What are they caused by?
ps: I apologize if the questions seem stupid or repeated.
STiFU on 3/2/2007 at 13:49
Don't worry. There are no stupid questions and besides that you are in the basic newbie question thread, so just feel free to ask whatever you want.
Q1: I don't have the editor running at the moment, because a recently reinstalled my system, but there should be an option like drawscale in the static meshes properties. But Take care with scaling staticmeshes, because the collision hull isn't scaled by this process. So you have to disable physics on that object and create your own collision hull out ot bsp covered with the BF texture (don't use the tag in the staticmeshes browser to disable physics for that static mesh, because then you'll disable physics on all instances of this object in the whole map, use the property among physics). It might also be good to create it as a semisolid to reduce cuts and especially if you want to make the collision hull more complicated than just a cube you will want to use this function, because it will very much likely happen to create some serious bsp errors otherwise.
Q2: Hmn sounds like a BSP error. Now the pain begins... :) A screen would be usefull though. Hard to tell what it really is. When you look through those black floors do you see other things totall disturbed in there? If so, it definitely is a BSP error and I shall go search for fixing tutorials, someone else gave me when I was the first time at that point. (And you will come there eventually)
Abru on 3/2/2007 at 16:17
Note: Alignment
Quote:
You must make sure that adjacent brushes are always lined up correctly. Don't overlap them, as it is likely to cause trouble later on and it is also bad practice in any case. There is absolutely no reason to do this, ever.
According to documentation at UDN, you should intersect a brush before subtracting it, and deintersect before adding. This ensures that there is no overlapping.
(
http://ttlg.com/wiki/index.php?title=Working_with_Brushes)
:)
STiFU on 3/2/2007 at 17:55
Don't use that (de-)intersect-method. It causes a lot of errors as well if BSP becomes too complex. The best way is to build the brushes by hand with a bit of logic thinking. If you get an error later, you can examine the cuts in the zoneportal-view or just check the brushes. But yes, that looks like an alignment mistake. Try the function "report off-grid brushes" and align all of them. Use this very often to make sure all brushes are aligned properly. If you haven't used it 'till now, you'll probably see a whole bunch of brushes out of order.
Abru on 3/2/2007 at 18:16
Yes. "It causes a lot of errors" when used icorrectly. ;)
STiFU on 3/2/2007 at 18:27
Uhm the algorithm doing that operation doesn't seem to be 100% perfect and because of that it comes to errors sometimes. Besides, ask every professional mapper. None of them would let a machine do, what oneself can do a lot better... ;) Of course on simple intersect-operations it works very well, but you can also just cut the brush as you want and mostly get a cleaner result that way.
Judith on 3/2/2007 at 20:52
STiFU - I believe it's not really about intersecting method, more about how Flesh engine handles the BSP surfaces. For instance, you created a brush, and you want to do some vertex editing on it, let's say you're going to make a substractive cuboid, and it's bottom face will serve as the street going down. You have to remember to place both lower vertices at the same height, otherwise you'll probably get a bsp hole.
Some other time it's about the angle. Looks like planes can be manipulated to some extent. In some cases you can get obtuse angles in your brushes with absolutely no problem, and some other time the acute angle is something virtually impossible, while it shouldn't be.
My best bet is to keep brush surfaces straight, do not bend them along any axes or diagonals, and everything should be fine. That usually means careful, accurate VE and placing at least two vertices at the same height, length, etc.
STiFU on 3/2/2007 at 23:55
Of course you always have to remember that flesh can't create two polys out of one, like every rendering tool would do if you vertice edit an object, which really sucks because it would be so easy to implement this "feature". But intersecting gets weird when it comes to complicated objects. Add a tube with 64 sides, then a cube, intersect it along the tube and I bet in 50% of the tries it will cause some serious errors, even if you use semisolids... :) So on complicated objects, either create a static mesh or cut it by yourself. You're always on the save side with static meshes. Some disadvantages are coming along with that too though, like you can't really edit the texture layout from within the editor. You can only apply others, but not the scale and stuff like that. (But you know that) :D
But of course I believe in what you say, because by now you got way more experience with T3ED than me, since I am not working with it anymore since about a year... Still like trying to help people though! :)