Please ask your basic (newbie) questions in here. - by scumble
Flippah on 11/3/2005 at 16:51
Stupid question; How i can run my map without editor?
Speesh on 11/3/2005 at 20:35
I just downloaded the editor and have no idea how to use anything unreal related at all. I just wanted to know a few basic ideas about the editor. My first question is about architecture: I heard that a lot of the architecture is done through static meshes, is this true or is the architecture done more similar to Dromed through air and solid brushes?
(Thanks for the newb thread scumble)
Gingerbread Man on 11/3/2005 at 20:39
Base architecture (and I mean BASE, as in vague blocky chunks of air and solid) are done through BSP. You could build it all in BSP like in Dromed, but it would suck and it would run poorly with moderate detailing.
The new paradigm in FPS engines is to build a vague outline of the level in BSP and then use static meshes to detail / flesh it out. The advantage to meshes over BSP is explained very well (
http://udn.epicgames.com/Two/LevelOptimizationStaticMesh#Level_Optimization_StaticMeshes) here
David on 11/3/2005 at 21:10
I've imported Baffords and built the BSP on that, which has given a 12MB UNR file which I was able to reopen fine.
I'm currently doing a "Build All" on the same file, which generated a 43MB UNR file last time I did it. (and subsequently deleted it)
[edit] 46MB Bafford's UNR opens fine[/edit]
OrbWeaver on 11/3/2005 at 21:14
Quote Posted by David
I've imported Baffords and built the BSP on that, which has given a 12MB UNR file which I was able to reopen fine.
I'm currently doing a "Build All" on the same file, which generated a 43MB UNR file last time I did it. (and subsequently deleted it)
Yes, this "7 MB limit" thing that is floating around is very non-specific at the moment.
Is it the UNR file? Is it the GMP file? Is the the editor that crashes, or the real game? If it is the editor, does it crash on loading the level, building the level or playing the level? How is the test being performed, and what is being added to the level to increase its size beyond 7 MB (BSP, static meshes, textures, archetypes, and so on)? Is there any other common factor that links all the > 7 MB levels that have been tested and found to crash? Etc.
Krypt on 11/3/2005 at 21:29
There is no "7mb limit" I know of. When we were developing the game, our only real limit was to fit the map in the Xbox's 64mb of memory.
Quote Posted by OrbWeaver
Except Krypt did say at some point that they were editing huge levels 3x the size of those in the shipping game.
Just for reference, it was mostly before Flesh was actually implemented that we had maps this big. We were still running them in the Unreal engine. At the time they had no textures, no characters, way fewer static meshes and no scripting. You can't really make a direct comparison between our maps from early in the development to the final maps. I have no idea if it would be possible to bring a map of that size up to the quality of the shipping maps with the Xbox memory restriction removed. I guess you guys will just have to try it out and see :p
nomad of the pacific on 11/3/2005 at 22:04
'Nuther Newbie question:
I've got a stream composed of five 512x512 water meshes. Is there a way to make the texture scroll to simulate flow? :confused:
Unfortunately, my attempts to make a curvy stream failed, (the Builder didn't like my strangely shaped and wierd angled BSPs) so the stream is laser straight, which should make flow easier to simulate.
Zillameth on 12/3/2005 at 00:17
Add Render->Texture Pan property to each of your water meshes. Set it to low value, like 0.1.
nomad of the pacific on 12/3/2005 at 00:55
Thanks, Zillameth. Fixed it nicely! :D Don't know why I didn't see that.
Zillameth on 12/3/2005 at 01:06
Quote Posted by nomad of the pacific
Fixed it nicely! :D Don't know why I didn't see that.
The best way to hide a letter is to put it on the mantlepiece, isn't it? ;)