Please ask your basic (newbie) questions in here. - by scumble
sirbalu on 7/4/2005 at 12:05
Uh, sounds a bit complicated. But I guess I just have to get used to the new "Unreal-magic" :) . Thanks Nomad!
nomad of the pacific on 7/4/2005 at 12:28
Quote:
I correctly resize the builder brush, then place it in the void seperating my two rooms, but when i click add nothing happens. Can anyone help me?
If you drag the Builder Brush out of the way, do you see a blue brush remaining in its place after adding? If so, did you Build All? Nothing will be added until you do that.
nomad of the pacific on 7/4/2005 at 14:38
Quote:
How can I make a sky?
Sirbalu, I for got to mention, when you create your sky box, be sure to select the bottom surface, select its properties and set the flag "Do not add to Navmesh". This will save a lot of time when you rebuild your map. :)
2003MINI on 7/4/2005 at 16:59
Since the topic of doors came up......
I built two 512x512 brushes and placed them 16 units apart. I then built a 16x64x128 brush and placed it inbetween the larger brushes and subtracted it. In effect, I placed a "doorway" 16 units deep, 64 units wide, and 128 units high. I then placed a doorframe on either side, and a door in the middle.
My question whether or not this is proper. Granted there are probably 20 ways to do it. But what I wanted to know is whether or not there is a difference between this and the other suggestions about "adding" a brush to represent the "wall" between the two 512x512 brushes (put another way, make a 512x1024 brush and then add a bush to represent the wall down the middle). Is one way more effecient/better? I still haven't gotten the door to work, but that's because my laptop keeps crashing when I go to play the level :grr: .
2003MINI on 7/4/2005 at 17:53
Cool, I used the X-box export trick and now I can run the level on my laptop.
Time for a COMPLETELY noob question. How do I actually get a door to open? I don't see scripts associated with the other doors in the maps from the retail version. I also didn't see a property for it. I saw the "rotation" field, but changing those values changed the orientation of the door in the editor, which I figured was just a way to rotate the actor, not activate the door.
I also didn't see anything about this in the tutorials or threads. Probably because it's too basic :p .
SneaksieDave on 7/4/2005 at 20:23
Make sure you're placing a door object from the actor hierarchy, and not a door static mesh from the static mesh browser. If you did that, all you have to do is frob it; there's no extra work (unless you want to change direction, speed, sound, etc).
nomad of the pacific on 7/4/2005 at 22:05
Posted by 2003MINI:Quote:
I built two 512x512 brushes and placed them 16 units apart. I then built a 16x64x128 brush and placed it inbetween the larger brushes and subtracted it. In effect, I placed a "doorway" 16 units deep, 64 units wide, and 128 units high. I then placed a doorframe on either side, and a door in the middle.
My question whether or not this is proper. Granted there are probably 20 ways to do it. But what I wanted to know is whether or not there is a difference between this and the other suggestions about "adding" a brush to represent the "wall" between the two 512x512 brushes (put another way, make a 512x1024 brush and then add a bush to represent the wall down the middle).
I may have misunderstood what Boogalou was doing before. Your description was more clear and I see what you're saying and also how I may have confused things. I personally prefer putting two subtraction brushes 16 units apart and a subtraction 'doorway' between them rather than adding a 'wall' brush in a larger room and subtracting a 'doorway' from it. Although the number of brushes is the same in both situations, the former is less problematic. I've found that adding brushes inside other brushes can cause BSP holes much more readily than having brushes that only touch each other.
Sorry if I mucked things up a bit. :p
2003MINI on 7/4/2005 at 23:00
Quote Posted by SneaksieDave
Make sure you're placing a door object from the actor hierarchy, and not a door static mesh from the static mesh browser.
DOH! Yup, I was using the static mesh. I knew it was something painfully obvious since no one else had asked it.
Thanks!
2003MINI on 8/4/2005 at 16:48
I guess this is a noob question, so I'll place it here. I am playing around with the emitters that do the shafts of light. There's something like WindowShaft and WindowShaftLarge. My question is how do I change the intensity of the light? The emitter is great, but I want it to be brighter. I'm assuming that an emitter is not a "fixed" object, meaning that I can add properties to it and they get used. I added LightColor as a property, but I didn't see any change and changing the color, saturation, and hue. Anybody else try this?
-2003MINI
Dark Arrow on 8/4/2005 at 17:03
Do the shafts actually emit light? When I add it, I see particles, but no extra light. In the original missions they used an extra light object for the light.