Please ask your basic (newbie) questions in here. - by scumble
Judith on 12/7/2012 at 18:30
Well, T3ed wasn't meant to be released to the public, so it isn't exactly friendly. While it uses pretty nice UnrealEd interface, it's much harder to configure and to wrap up when you're packaging your mission. If you want to make some custom stuff, like models and textures/materials, it's real pain in the ass to find the proper tools make them work. But once you do it, your workflow isn't that complicated.
Beleg Cúthalion on 15/7/2012 at 22:26
Has anyone of you ever succeeded in including a custom briefing voiceover file? I have one, plus a fitting schema file, and it's filled in in both Entry's and first map's EnterMissionInfo --> EnterMissionInfoBriefingVoiceOverSchemaName. And while this works for the debriefing, it won't work for the briefing. The debriefing has the same configuration but of course only for the ExitMissionInfo actor in the first map. Here the voice over tag isn't even saved in the GameSys archetype (remember: you create extra GameSys archetypes for your mission info actors) but just in the current instance, a mistake I thought responsible but which has turned out to be not related to my briefing issue.
Both sound files and schemas are with the other briefing files, that is CONTENT\T3\Sounds\schemas\garrett\...
But while the debriefing voice over plays after finishing the mission, the briefing doesn't play when entering the briefing screen. I plan to have a briefing video anyway, but I thought it must work anyhow.
Edit: Tested both files in the schema browser to make sure the schemas are OK, and they worked there. Is there a special issue with the Inn map that I'm missing?
Judith on 27/7/2012 at 06:19
Quote Posted by IronEagle
Hi all
has anyone tried to put all the O Tds maps in a single map?
The other night I copied another map that I had done. and pasted it into my actual. I can no longer go into game mode.
map exceeds 40 mb. maybe there's a limit?
that problem can be?
I recreated all the conversation. fixed the trigger script.
P:S:
i'm really tired for this , then definitely step in UDK. .., does nothing if Garrett will have new weapons ..
like a sniper gun. ? :) or a MiniGun?
:)
You probably reached vertex count limit set in your user.ini file. This is a safety measure, game has property/entity limit which is hard-coded and cannot be changed. After that you won't be able to open your map in the editor. But if you raise the vertex limit in user.ini e.g. by half, you should be on the safe side for now.
Switching to UDK won't give you much: all the stealth game mechanics will have to be done from scratch, all the characters, voices, static meshes and such.
Beleg Cúthalion on 27/7/2012 at 08:58
Have a look at my (
http://www.ttlg.com/forums/showthread.php?t=94258&p=1962544&viewfull=1#post1962544) Crash-o-Meter. If the map crashes at the end of the loading cycle (usually when your gamma settings are applied to the loading screen, e.g. it gets brighter or darker), it's about exceeded vertex limits. Mine are for instance 4x to 6x the original ones (just use a calculator to double or tripple them).
Judith on 27/7/2012 at 10:01
By the way, it would be awesome to have a tool for analyzing entity count in your .unr map. Or maybe there is such command in the editor and I just missed it?
IronEagle on 27/7/2012 at 12:14
Quote Posted by Judith
You probably reached vertex count limit set in your user.ini file. This is a safety measure, game has property/entity limit which is hard-coded and cannot be changed. After that you won't be able to open your map in the editor. But if you raise the vertex limit in user.ini e.g. by half, you should be on the safe side for now.
Switching to UDK won't give you much: all the stealth game mechanics will have to be done from scratch, all the characters, voices, static meshes and such.
yea, I know, of course, I'm not going to change anything. we will have a garrett with a minigun and a rocket launcher. I do not think is a problem. don't worry I'm kidding ...
c'mon? time ago I used the CryEngine, not bad. has a wonderful "tool to build the terrain" (what we would also go with a message more in that petition)
i recommend to everyone a look to that Engine
very soft...
is ok :)
IronEagle on 28/7/2012 at 13:32
Quote Posted by Beleg Cúthalion
Have a look at my (
http://www.ttlg.com/forums/showthread.php?t=94258&p=1962544&viewfull=1#post1962544) Crash-o-Meter. If the map crashes at the end of the loading cycle (usually when your gamma settings are applied to the loading screen, e.g. it gets brighter or darker), it's about exceeded vertex limits. Mine are for instance 4x to 6x the original ones (just use a calculator to double or tripple them).
Good
Beleg Cúthalion on 6/8/2012 at 12:24
Judith pointed me to an issue in my map that has buggered me for long: Despite all scripts being set up according to the tutorial, torches of torch-bearing guards aren't extinguished when the AI is knocked out or shot with an water arrow. The scripts on the end of the torch and AI are the correct ones and the links fit with their respective link names.
(
http://s1.directupload.net/file/d/2974/nswnmixk_jpg.htm)
Inline Image:
http://s1.directupload.net/images/120806/temp/nswnmixk.jpgAll scripts themselves should be untouched and look like they should be working. It's as if the applied stimulus doesn't work. Sometimes even shooting the dropped torches manually doesn't work, the light seems to be extinguished but the flame emitter stays. I cannot remember changing anything abut those either.
Beleg Cúthalion on 5/9/2012 at 10:02
OK, next try: As gnartsch pointed out, the hand drawn map in my FM is covered in a blue fog unlike the original maps which appear to have a light placed on them. Since I'm currently on a "business trip" (sort of), I cannot check things myself and even then I'd have no idea where to look for it. Does anyone who used a custom map successfully know what has to be changed in order to avoid the blue olverlay?