View Full Version : Noob help UT 446
Sephiroth
03-24-2003, 01:14 PM
Would it be possible to make the entrie map in 3D Studio Max and export it as a .3DS then convert it with a converter?
Cause I donno to me UrealEd just seems alittle hard to make maps in.
LeJimster
03-24-2003, 01:43 PM
Possibly, but its not a great idea. Just find a simple UED tutorial and follow it, once u've learned the basics its pretty easy to use.
jimbob
05-01-2003, 01:36 PM
more n00b questions.
where exactly can i find the skybox actor?
how do i add music?
and how can i make my brush smaller then a gridsquare but still keep it alligned with a cieling/wall without it going halfway through?
widowmaker
05-01-2003, 02:47 PM
Sephiroth; In UT you can make decorations but an entire map being ported from Max is unlikely to work. You should try UT2003, then you can do what you are talking about.
jimbob;
>where exactly can i find the skybox actor?
Actor>Info>ZoneInfo>SkyZoneInfo
>how do i add music?
Right click any of the grey space in the editor. Choose "Level Properties". This opens a box near the to is a selection called "Audio" Open that up. click on Song. Now open the music browser and open one of the songs. Go back to the "Audio" selection and click "Use". The map willnow play that song during play.
>and how can i make my brush smaller then a >gridsquare but still keep it alligned with a >cieling/wall without it going halfway through?
Right click one of the corners and that will align the brush to that vertex and snap it to the grid.
jimbob
05-01-2003, 03:12 PM
what should i give the "sky" textures for properties?
widowmaker
05-01-2003, 08:20 PM
The roof that will become the sky needs to be set to "Fake Backdrop", I also set mine to "Unlit" so no lighting is wasted on those surfaces.
In the skybox it all depends on what your sky is and how you want it to look. In general I set the wall of my skybox to "Unlit" that way if it is night the stars are bright and if it is day the sky is bright. But that is just me and you can use lights in your skybox the same as any place else in the map.
In general the walls that will be the sky don;t have to have any different tags than any other normal wall.
jimbob
05-02-2003, 08:35 AM
images/icons/smile.gif thanks
now its back to mapping. im giving unrealed for ut2k3 a try, it has a sun lightning thinghy wich wil make lighting the level way more easyer.
jimbob
05-02-2003, 11:18 AM
how can i make my weapons and pickups non-spinning?
Wamplet
05-03-2003, 12:11 AM
Originally posted by jimbob:
how can i make my weapons and pickups non-spinning? <font size="2" face="Verdana, Arial">I second that question. UT2k3 has an option where you can put the wep down without a pick-up base i think. ( making the wep jus sit there and not spin, but i am not sure how to get that working. ) images/icons/frown.gif
widowmaker
05-03-2003, 04:15 AM
Sorry but there is no way of just stoping the weapon from rotating nor can the weapons themselves be placed in the map.
To accomplish that you would need little modding to add the weapons as placable actors (which they are not by default) as a new pickup they should not rotate on thier own.
If you don't care about the rotating you could just push the base under the flor so only the weapon is visible. Then it just looks like the weapon was placed on it's own.
jimbob
05-03-2003, 08:02 AM
damn, i thought it would be nice as having the sniper leaning against a wall. but since im not expierienced enough i`ll just let it rotate images/icons/frown.gif
widowmaker
05-03-2003, 11:27 AM
I know hwat you mean. I was doing some different things with the weapons in UT and now I am stuck with the weapon bases. It sucks but I have not got around to making a little mod to have the weapons themselves placable.
I don't think it is a hard thing to do and I may do it this coming week if I have some time. I'll post here when I do it.
Daedalus
05-04-2003, 01:43 PM
Originally posted by jimbob:
damn, i thought it would be nice as having the sniper leaning against a wall. but since im not expierienced enough i`ll just let it rotate images/icons/frown.gif <font size="2" face="Verdana, Arial">No problem. You DO CAN lean the sniper rifle or any other object against a wall in UnrealEd.
Here's how you do it:
1. Place your desired weapon at a desired location in your map.
2. Select the weapon, right-click on that weapon and open its properties.
3. Now open the "Movement" folder, then open the "Desired Rotation" sub-folder and change any Yaw-value there to 0. It is usually set to 5000 or so.
4. Do the same inside the "Rotation Rate" sub-folder: change any Yaw-value to 0.
5. Then you switched off rotation. Now you can rotate the object to a desired position (e.g. leaning against wall) or enter the Pitch-, Roll- and Yaw values by hand in the "Rotation" sub-folder. The weapon will remain in that position then and not rotate anymore in game.
Voila! This works perfect in Unreal. In UT it should work aswell. images/icons/smile.gif
Originally posted by widowmaker:
I know hwat you mean. I was doing some different things with the weapons in UT and now I am stuck with the weapon bases. It sucks but I have not got around to making a little mod to have the weapons themselves placable.<font size="2" face="Verdana, Arial">What the hell are you talking about, widowmaker????
Ofcourse any weapon is placable and you don't need any mods. If it wasn't you wouldn't be able to put weapons in your maps. I don't really understand what you mean by saying "weapons are not placable".
[ 05-04-2003, 01:51 PM: Message edited by: Daedalus ]
Daedalus
05-04-2003, 02:12 PM
Here's a screenshot (http://www.geocities.com/daedalus3d/ued.html) which shows what I described above how to disable rotation of weapons.
Daedalus
05-04-2003, 02:38 PM
Hmm, that's strange. I made the same test in UEd2 with a sniper rifle (leaned against wall) and an eightball (put on floor in a vertical position), then saved the map, run it in UT, but the weapons kept rotating.
What the hell??!
It seems switching off rotation works for Unreal only. Epic probably have forced all weapons to rotate in UT, regardless if you switch the rotation off in the editor or not.
Now I understand what you meant, widowmaker. Yeh, that really sucks. Why did Epic do that???? graemlins/mryuck.gif
[ 05-04-2003, 02:44 PM: Message edited by: Daedalus ]
widowmaker
05-04-2003, 06:41 PM
Sorry about that confusion. At some point we started on about UT2003 and UED3 weapon placement.
Yes you can do all the fun placement in UT / UED2, but for reasons that baffle the human mind they changed that in UT2003/UED3.
Daedalus
05-05-2003, 11:34 AM
Originally posted by widowmaker:
Yes you can do all the fun placement in UT / UED2, but for reasons that baffle the human mind they changed that in UT2003/UED3. <font size="2" face="Verdana, Arial">Uhm no, actually I found out, as I said above, that you can't do it in UT either. Only in Unreal.
I also found out recently that you can switch off rotation for the Redeemer, but unfortunately not for all UT weapons. Most ones keep rotating. And that sucks.
So not only in UT2003/UEd3 but also in U2/UEd2 they changed a lot of cool things. graemlins/mryuck.gif graemlins/tinyted.gif
[ 05-05-2003, 11:41 AM: Message edited by: Daedalus ]
jimbob
05-05-2003, 01:21 PM
okay, so how can i set a pathnode so that a bot jumps to the next one ? for reaching places you have to jump
Wamplet
05-05-2003, 01:43 PM
it's a navigation-point i think, i gotta crack open the editor though to give you the exact path.
http://www.ina-community.com/forums/showthread.php?s=e0252df7dae7f7035c7d1a57bb0b1a9f&threadid=283797&highlight=bot+jump
or try here
http://wiki.beyondunreal.com/wiki/Bot_Support
When i get home, i will try to take a look if you are still around.
jimbob
05-05-2003, 02:00 PM
trying some stuff now images/icons/smile.gif
widowmaker
05-05-2003, 02:01 PM
Originally posted by Daedalus:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by widowmaker:
Yes you can do all the fun placement in UT / UED2, but for reasons that baffle the human mind they changed that in UT2003/UED3. <font size="2" face="Verdana, Arial">Uhm no, actually I found out, as I said above, that you can't do it in UT either. Only in Unreal.
I also found out recently that you can switch off rotation for the Redeemer, but unfortunately not for all UT weapons. Most ones keep rotating. And that sucks.
So not only in UT2003/UEd3 but also in U2/UEd2 they changed a lot of cool things. graemlins/mryuck.gif graemlins/tinyted.gif </font><hr /></blockquote><font size="2" face="Verdana, Arial">Not exactly. Go to Properties>Movement>BFixedRotationDir and change that to false. Now the weapons stop rotating.
Just below that is DesiredRotation. You will not that by default the rotation is set to Yaw = 30,000. Change that to zero and the weapon won't rotate. You culd also mess with it and have the weapons rotating in an kinds of strange circles.
Here is a pic of the weapons all not rotating and leaned up against a wall. Proof that what I am saying is true.
http://www.unrealism.com/wid/images/LeanWeapons.jpg
widowmaker
05-05-2003, 02:13 PM
Originally posted by jimbob:
trying some stuff now images/icons/smile.gif <font size="2" face="Verdana, Arial">To make bots jump you need a JumpSpot.
UT> Found under LiftCenter to make the jump spots work you need to set the Tag of each to the same as the name of the other.
IE: JumpSpot0 has to have it's Event the same name as the Object name of the other JumpSpot, in this case JumpSpot1. Vise versa JumpSpot1 has it's Event set to JumpSpot0. Then the bots will jump between them. You can also tell them to use the Translocator or Impact Hamemr Jump. It is all in the settings.
UT2003> Found under NavigationPoint>JumpDest>JumpSpot
Diferent than i Ut inn that the forced path is done under NavigationPint>ForcedPaths.
The Object name of the target is placed in the forced paths. that will link the two jump spots.
If you want it one way a jumpspot can be linked to a pthnide in the same manner, only you don't put the JumpSpot in the Pathnodes ForcedPaths. Then the bot will jump to the pathnode and go on it's way.
Clear as Mud.
Daedalus
05-05-2003, 02:32 PM
Originally posted by widowmaker:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by Daedalus:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by widowmaker:
Yes you can do all the fun placement in UT / UED2, but for reasons that baffle the human mind they changed that in UT2003/UED3. <font size="2" face="Verdana, Arial">Uhm no, actually I found out, as I said above, that you can't do it in UT either. Only in Unreal.
I also found out recently that you can switch off rotation for the Redeemer, but unfortunately not for all UT weapons. Most ones keep rotating. And that sucks.
So not only in UT2003/UEd3 but also in U2/UEd2 they changed a lot of cool things. graemlins/mryuck.gif graemlins/tinyted.gif </font><hr /></blockquote><font size="2" face="Verdana, Arial">Not exactly. Go to Properties>Movement>BFixedRotationDir and change that to false. Now the weapons stop rotating.</font><hr /></blockquote><font size="2" face="Verdana, Arial">Yes yes, I know. I've already tried that and it didn't work on all the weapons.
Here is a pic of the weapons all not rotating and leaned up against a wall. Proof that what I am saying is true.<font size="2" face="Verdana, Arial">I will, because I need to get that problem solved. I hope to get the same result as seen in your screenshot.
jimbob
05-05-2003, 02:37 PM
Originally posted by Daedalus:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by widowmaker:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by Daedalus:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by widowmaker:
Yes you can do all the fun placement in UT / UED2, but for reasons that baffle the human mind they changed that in UT2003/UED3. <font size="2" face="Verdana, Arial">Uhm no, actually I found out, as I said above, that you can't do it in UT either. Only in Unreal.
I also found out recently that you can switch off rotation for the Redeemer, but unfortunately not for all UT weapons. Most ones keep rotating. And that sucks.
So not only in UT2003/UEd3 but also in U2/UEd2 they changed a lot of cool things. graemlins/mryuck.gif graemlins/tinyted.gif </font><hr /></blockquote><font size="2" face="Verdana, Arial">Not exactly. Go to Properties>Movement>BFixedRotationDir and change that to false. Now the weapons stop rotating.</font><hr /></blockquote><font size="2" face="Verdana, Arial">Yes yes, I know. I've already tried that and it didn't work on all the weapons.
Here is a pic of the weapons all not rotating and leaned up against a wall. Proof that what I am saying is true.<font size="2" face="Verdana, Arial">I will, because I need to get that problem solved. I hope to get the same result as seen in your screenshot. </font><hr /></blockquote><font size="2" face="Verdana, Arial">it seems to work on the weapons in the tournament subfolder.
widowmaker
05-05-2003, 09:37 PM
Hmm. Maybe I missed something here. What weapons were you using, if not the ones from the Inventory>Weapons>UTWeapons folder? images/icons/confused.gif
jimbob
05-06-2003, 02:12 AM
Originally posted by widowmaker:
Hmm. Maybe I missed something here. What weapons were you using, if not the ones from the Inventory>Weapons>UTWeapons folder? images/icons/confused.gif <font size="2" face="Verdana, Arial">the ones on the weapons folder images/icons/grin.gif
Daedalus
05-06-2003, 06:44 AM
Originally posted by widowmaker:
Hmm. Maybe I missed something here. What weapons were you using, if not the ones from the Inventory>Weapons>UTWeapons folder? images/icons/confused.gif <font size="2" face="Verdana, Arial">No, I used the weapons from "Inventory/Weapons/Tournament Weapons".
Is this the solution? Do I simply have to use the "UTweapons"?
jimbob
05-06-2003, 11:58 AM
Originally posted by Daedalus:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by widowmaker:
Hmm. Maybe I missed something here. What weapons were you using, if not the ones from the Inventory>Weapons>UTWeapons folder? images/icons/confused.gif <font size="2" face="Verdana, Arial">No, I used the weapons from "Inventory/Weapons/Tournament Weapons".
Is this the solution? Do I simply have to use the "UTweapons"? </font><hr /></blockquote><font size="2" face="Verdana, Arial">aparently so images/icons/smile.gif but you still have to twiddle with the settings images/icons/smile.gif
smattbac
05-07-2003, 08:09 AM
No rotating weapons for UT2003
In the actor browser, uncheck the "Placeable classes only?" checkbox.
Then go to Pickup->WeaponPickup->UTWeaponPickup and you'll see the list of weapons. Select the on you want, right click on it and select New. A dialog pops up, for Package enter MyLevel and for name whatever you want and click ok.
Now when it shows you the script editor with your new weapon class, make sure it says 'placeable' in the class declaration, i.e. "class MyRocketLauncherPickup extends RocketLauncherPickup placeable;". Go to Tools and select Compile Changed, this will compile your class.
Next locate your new class in the actor browser and bring up it's default properties (right click on it) and under Movement, change Physics to PHYS_None and RotationRate.Yaw to 0.
And you're done. images/icons/smile.gif
[ 05-07-2003, 08:15 AM: Message edited by: smattbac ]
jimbob
05-07-2003, 09:50 AM
how can i make my brushes sloped? i can select one vertice with the vertice editor, but it wont let me drag em. and if i select "rotate brush" the brush getes distorted images/icons/frown.gif
Daedalus
05-07-2003, 05:39 PM
Originally posted by jimbob:
how can i make my brushes sloped?<font size="2" face="Verdana, Arial">If you talk about rotating brushes then click on the brush, go to its properties, "movement" folder and play with the Pitch, Roll, Yaw values to rotate the brush in any direction you want. Yaw is rotating 0-360 degrees (goes from -32768 to +32768) left or right. Pitch is rotating 0-360 degrees up or down. Roll is leaning 0-360 degrees to left or right side (incline).
Some values:
4096 = 45 degrees
8192 = 90 degrees
16384 = 180 degrees
A minus in front of the values means the opposite direction (-45, -90, -180 degrees).
But if you talk about creating brushes which are sloped (looking like a stairwell) then I suggest you use the 2D shape editor in UnrealEd to create it. You can make your brushes have whatever shapes you want with it. Just draw the shape of the brush, then bevel it.
jimbob
05-14-2003, 04:00 PM
nm, ive switched to ut2k3 editing now images/icons/smile.gif making slopes there is so much easyer images/icons/smile.gif
Daedalus
05-15-2003, 06:48 AM
Well, I don't know which improvements UEd3 has over UEd2, but creating good maps doesn't require less skill, just because it's easier to make slopes in UEd3.
jimbob
05-15-2003, 02:45 PM
Originally posted by Daedalus:
Well, I don't know which improvements UEd3 has over UEd2, but creating good maps doesn't require less skill, just because it's easier to make slopes in UEd3. <font size="2" face="Verdana, Arial">images/icons/smile.gif UE3 has more possibility`s.
and i can do more with it, making slopes is easyer effects are nicer etc images/icons/smile.gif
Daedalus
05-16-2003, 08:32 AM
All which matters is that you're happy with what you do. So if you say it's easier for you to make slopes in UEd3 then it's fine...fine for you. images/icons/smile.gif
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