Please ask your basic (newbie) questions in here. - by scumble
str8g8 on 19/4/2005 at 16:52
Quote:
On outdoor levels - don't subtract a huge brush. If you look at the production levels you'll notice that all the streets are carved out so that they are geometrically separate zones to cut down on the number of polys rendered.
Could you elaborate on this a little? Surely you have to do more than that to get a sky and so on. Are the buildings that line a street bsp, or static meshes? I've opened up the city levels, but as I'm new to unrealed I can't really make head nor tail of them ...
cheers
str8g8
Viper1_3 on 19/4/2005 at 22:50
St8g8,
Yep, the buildings in the game are static mesh. Almost everything in the original missions is static mesh; I assume because artists were used to 3dsmax rather than UnrealEd.
As for getting a sky, there is a thread here ... somewhere.
first- you make a room out in the middle of nowhere.
second- apply textures to the wall of the room (sky stuff)
third- place a SkyZoneInfo* actor** in the middle of the room
fourth- any wall in your level (usually the top of an outside room) select that wall in the 3d view, right-click, select properties, and then check the "fake backdrop" box.
Assuming my instructions don't suck, WALLAH.
NOTE:
**actor is an object placed in your map from the actor class list.
To place an actor, build your level, select the actor in the list, right-click on your map near where you want it, and select 'add ACTOR_NAME'
*SkyZoneInfo actor is under, Actor->MetaData->Info->SkyZoneInfo
Hope this was helpful.
mol on 20/4/2005 at 07:30
Hate to bug you taffers, but regarding the static mesh browser: are we stuck with what we have, or is there a better way to browse what kind of meshes are available, what they look like, what their dimensions are etc., than using the broken static mesh browser that comes with the T3Ed? :sweat:
Thing is, I find it difficult to build stuff when I don't even know what kind of 'building blocks' (i.e. static meshes) are available. It would be great to be able to browse through a catalog of sorts just to see what's available. :(
scumble on 20/4/2005 at 07:36
The best way, mol, is to drop a number of static meshes into a level for reference, and then make notes on the ones you need.
It isn't going to be possible to change the editor itself, so one just has to work round it.
Mandrake on 20/4/2005 at 07:41
Quote Posted by mol
Hate to bug you taffers, but regarding the static mesh browser: are we stuck with what we have, or is there a better way to browse what kind of meshes are available, what they look like, what their dimensions are etc., than using the broken static mesh browser that comes with the T3Ed? :sweat:
Thing is, I find it difficult to build stuff when I don't even know what kind of 'building blocks' (i.e. static meshes) are available. It would be great to be able to browse through a catalog of sorts just to see what's available. :(
Broken static mesh browser ??
Seems to work fine for me. The only problem I notice with it, is that the first time you open it, the viewport is not facing the origin of the static mesh, so you just see the gridlines.
All you have to do is (from memory) hold right mouse over they viewport and scroll in a down-right direction to bring the mesh into view. Once that is done you can single click other meshes in the list and view instant previews of them....
You can move your view around the same way you do with the 3d view in the main editor using left, right, or both mouse buttons...
Or are you refering to some other problem ?
mol on 20/4/2005 at 08:16
Thanks, both of you guys.
No, that's what I mean, the viewport faces the wrong way initially, it is very small, and sometimes it's difficult to find the mesh etc.
This is what Krypt said about it:
Quote:
Originally posted by Krypt:The mesh browser view window is different from how it was when I used it while making the game. It acts as though the window is actually larger than what it shows, but you can only see the upper-left corner of it. The center of your view seems to be out of the window, so it's kind of hard to move around in it. You could move in it about as easily as the normal view window when I used it... dunno what happened
In a sense, it's slightly 'broken'. I can move around in the mesh browser window just as in the 3D viewport, and while I'm still not comfortable with that, at least it's working.
I'll go ahed with your suggestion, Scumble. Thanks. I just thought that someone with coding skills might hack together an external application just for browsing the meshes, but it's easy to ask.
Mandrake on 20/4/2005 at 09:56
Quote Posted by mol
Thanks, both of you guys.
No, that's what I mean, the viewport faces the wrong way initially, it is very small, and sometimes it's difficult to find the mesh etc.
This is what Krypt said about it:
Yeah, I remember Krypt's post about that, however I don't think its a case of only seeing the top left of a larger window, but rather that the viewport is simply facing the wrong way to begin with.
If it really was showing only the top left quadrant of a larger window when you moved "forward" things along the centre line would move off to the bottom right, but they don't.
Yes its annoying having to rotate the viewport when first opening it, but it only takes me a couple of seconds now, and its no more annoying than remembering to press Cancel instead of OK in the script editor ;) (And making that mistake costs you several minutes waiting time.....)
I'm curious, does anyone (Krypt ? Harwin ?) know why the static mesh browser was changed before the public release of the editor ?
2003MINI on 20/4/2005 at 13:40
All right, this is killing me, so it must be a simple solution. How do I assign a DIFFERENT value to loot, such as a goblet. I put a goblet into my test map this morning and when I frobbed it the value was 75. How do I change this? Can I change this?
AMN on 20/4/2005 at 14:39
When I create an objective in the Conversations editor, the objects work fine but the text won't show in the game. That's because I get the following error message:
(
http://www.tpgbrassband.nl/error.JPG) error image
I checked 3 times if all files are not read-only, and I still get this message.
:confused:
Thanks in advance.