Fafhrd on 24/2/2005 at 03:40
Right, so now that we've got us an editor, we can attempt to remove the loading zones and make the levels one big chunk, like they're meant to be, right?
Maybe. All of my attempts thus far have managed to break T3Ed, now this is likely because I are dumb and have no experience with UEd and the interface confuses and frightens me, and all of my attempts thus far have consisted of: Load castle2.unr, select all actors, cut, load castle1.unr, paste.
Of course, that's not the only problem, I figured I'd start with Rutherford Manor since it's a smallish level and should be easier to do, but the geography of the first part of the level doesn't match up to the second part. Firstly, castle2.unr seems to be rotated 90 degrees to what it ought to be based on how you travel through the loadzone. Secondly, castle1.unr has the two seperate load zones, one on the ground floor in the hallway, one in the tower on the other side of the map. Castle2.unr mystically places the tower directly atop the hallway.
So yeah, I'm stuck on how to make this bitch work. Rest of you please throw around ideas, or tell me I'm stupid or whatever.
godismygoldfish on 24/2/2005 at 03:43
Make sure the combined maps aren't going over the property limit or whatever it's called. THe maps will not work if they're over it.
Fafhrd on 24/2/2005 at 04:27
I gave up on Rutherford Manor, tried with St. Edgar's, and it pretty much works. There are some alignment issues, but they can be fixed easily enough. Thing keeps crashing when I hit the play game button, though.
Krypt on 24/2/2005 at 05:17
This would be a pretty monumental task to recombine levels. Not only does most of the level geometry not match up exactly between the levels, but also the scripting often hinges on the level loads. The scripting would have to be re-engineered and in some cases redesigned to work again with the levels combined.
Mortal Monkey on 24/2/2005 at 05:46
Speaking of mismatching geometry, does T3ED still have them warpzones?
Brodieman on 24/2/2005 at 06:30
Recombining levels is fraught with a hell of a lot of work and low probablity of success. I think a lot of random elements will be thown up before any recombining is successful.
Fafhrd on 24/2/2005 at 06:31
Quote Posted by Krypt
This would be a pretty monumental task to recombine levels. Not only does most of the level geometry not match up exactly between the levels, but also the scripting often hinges on the level loads. The scripting would have to be re-engineered and in some cases redesigned to work again with the levels combined.
other than the endgame city sections, which levels had load zone based scripting?
Frankly, were there a way that I could cut and paste just the geometry and lighting and repopulate the levels and objectives etc, by hand, I'd do it.
S_Hole on 24/2/2005 at 07:02
nothing in the levels have to match up
the beauty of the unreal engine allows us to clip one corridor and glue it to another at a completely different location and have it look like it's the same thing
i made a few maps for unreal tournament where you had an infinite pit, and when you looked down, there was a warpzone that came out above you
so when you looked down into the apparently infinite pit, you saw yourself, looking down from an edge slightly below you.. and another you a ledge below that
and another..
it was fun to shoot a rocket down that and see it fly down past you time and again and have the whole pit fill of the rocket's exhaust fumes, flying the circle
Krypt on 24/2/2005 at 07:23
Quote Posted by Fafhrd
other than the endgame city sections, which levels had load zone based scripting?
Essentially any time you do something in one map and then go back to another map to find that something has changed, it was done through scripting triggered on the mapload. For example, you get a quest to kill some guy in one map then go to another map and get ambushed by his buddies trying to get revenge. His buddies are always in the other map, set to hidden, until you zone back in after this quest and trigger a script with conditions "When map loads" AND "flag PlayerKilledGuy=true". Missions have less of this in general, but city sections rely on it. Every city section map is a single file for all 9 gamedays, which means they always contain every single character/object that you ever see in them, including all the endgame stuff. All of these things are hidden until scripting triggered from the mapload reveals them.
If you want to redo it all by hand then more power to you, but I certainly wouldn't want to have to do it, hehe.
Ulukai on 24/2/2005 at 09:19
I think if you did do this, you'd run into hideous frame rate problems due to lack of antiportals.
Although.......I'm sure we can get away with bigger stuff to an extent now the "x-box factor" has been removed.