Mr. Perfect on 24/2/2005 at 20:55
If any of you manage to recombine all of these little pieces, I'm sure just about everyone would be thrilled. Having one longish load at the begining of a mission instead of a hand full of them as you criss-cross the map would be fantastic. It's one of the first things that came to mind when the editor was released. :D
Nupraptor on 24/2/2005 at 21:07
Overlapping Level Geometry: I think this would be the easiest to correct. Levels can be modified slightly from their original layouts; Hallways can be added or shortened to make things fit or even making a room face a different direction. It might not be 100% "true" to the original missions, but it'd work and I doubt anyone would care.
Scripting: This one is a toughie. Would it be possible to change a trigger so that it activates when you complete the required task, as opposed to when you complete the required task and then cross a load zone?
Either way, this would take a very long time to do, since I can only see this as possible by going through it all by hand and looking at what needed to be changed.
Not to be a pessimist but I think that, in the end, everyone is going to decide that it's not really worth the effort and that they'd rather just live with the load zones.
Navyhacker006 on 24/2/2005 at 21:12
Quote Posted by Krypt
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.
:D But isn't that the whole point? We don't
have to do it, we
want to do it.
And now, thanks to you and the rest, we have the ability.
:wq Navyhacker
Fafhrd on 25/2/2005 at 05:25
well, I've hit a pretty hard barrier, I can cut and paste the two levels together no problem, but all attempts to actually run the level fail (unrelated to my previous "can't run the levels" problem)
Near as I can figure from looking at the initialization log the cutting and pasting makes the level try to make MRU links to both HammerIntro1 and HammerIntro2 (I'm using St. Edgars for my testing since the geometry matches pretty closely), and this is freaking the game out and making it quit. Someone more talented than I is going to have to poke around to figure it out, because (as previously mentioned) I am completely and utterly non-experienced with unreal related editing.
Raen on 25/2/2005 at 06:55
If you look carefully at each map, you'll probably find a dinosaur head icon somewhere that has a bunch of startup scripts on it. Alternatively, some maps have the startup scripts on the compass icon or the player start. Most of these startup scripts fire "when map loads," so you'll have to figure out what each mean and adjust the scripts in the new unified map accordingly. Also, some scripts were specifically designed for a primary or secondary map, so those will have to be altered/deleted. It'll take some thorough investigation, but it can be done.
Fafhrd on 26/2/2005 at 11:05
The problem, it seems, is not scripting.
As an experiment I tried cutting and pasting two different sections of the factory into the main cathedral, first time it was the downstairs entrance (the one with the gasbomb on the table) this is also the section that had the factory level compass marker and some other crap. Built it, hit the play button, ran just fine. Great, thinks I, I'm on to something. So I switch the cathedral back to how it was and cut and paste the upstairs entrance (one with the big piece of machinery and the two chaps talking) build, hit play button, bam. Quit to desktop. If I delete EVERYTHING inside that room, except the brushes, it'll run, if I delete everything except the static meshes, won't run. The problem doesn't seem to be local to that room, either, if I cut and paste everything except that room, won't run. I think there's some other limit that's being hit, and that limit is quite low.
And with that, I consign my efforts and this thread to the deeps, I give up. Hopefully someone else is trying and will figure it out.
[edit] I lied. I tinkered some more, found the problem (at least in the upstairs entry room) it's the fucking SPIRAL STAIRCASE. Deleted that static mesh, works. wtf, eh? Now I just need to figure out WHY the staircase kills it.
*Zaccheus* on 26/2/2005 at 13:13
What happens to the object idendifiers when you copy and paste them between maps?
Is it possible that you are getting duplicated or inconsistent idendifiers?
Fafhrd on 3/3/2005 at 02:19
by object identifiers do you mean stuff like "StaticMeshActor__XX"?
If so, I don't think so, because if I stick the spiral staircase back in manually (i.e. opening the static mesh browser and picking it out) it crashes again.
So far I've managed to get three different rooms over, but everytime I add a room, I seem to have to delete more static meshes than in the last room I added, and it's always specific ones, first room was the spiral staircase, second was the invisible wall and all the stuff on the ceiling, third was all the columns and the big pipe under the floor. The third one was tricky because if I didn't include the brush when I copied and pasted, merely deleting all the columns worked, adding the brush back in crashed it. I still don't think it's an object limit thing, because I was able to add a different pipe under the floor no problem.
I'm beginning to think that the problem might be the "Missing Resources: [Static Mesh]METAButNO" message that I get when I load up HammerIntro1.
If anyone can tell me what that is or where I can find it, I'd be much appreciative.
Karkianman on 5/9/2005 at 23:48
OMG! Thread Necromancy!
Anyway, has anyone on their own made any progress with the idea of recombining levels? Has anyone tried to assort a team or something?
ascottk on 6/9/2005 at 00:12
I was thinking about using (
http://www.ttlg.com/forums/showthread.php?t=99787) this idea. That way the scripts would be less of a problem & the maps don't have to synch up perfectly. If it's done right then the player wouldn't even know they transported to a different area.