Builders helpers for UT Editor

Development assistance and tutorials here.
Nelsona
Posts: 1117
Joined: Sat Sep 30, 2017 5:03 am

Builders helpers for UT Editor

Post by Nelsona » Sat Sep 19, 2020 10:18 am

Perhaps it's needed a place having content and links to whatever builders done by community more or less useful during any sort of mapping process (creating or editing).
I'll drop as first toy which I've done and updated more times...
MapGarbage
Latest version is October 2020
MapGarbage_10_2020.7z
(344.25 KiB) Downloaded 6 times
Previous version is below.
MapGarbage_09_2020.zip
(616.07 KiB) Downloaded 12 times
Other previous versions are located in a longer topic describing a bit of advanced pathing works and information - explaining why such builder is useful.
viewtopic.php?f=34&t=331&start=30#p3186
viewtopic.php?f=34&t=331&start=20#p3115
viewtopic.php?f=34&t=331&start=20#p3013
and so on.
All builder capabilities are described in document coming with archive and samples are shown in Pathing topics.

EditorTools
This builder was done and updated by Buggie at ut99.org and here are coming some useful buttons.
https://ut99.org/viewtopic.php?f=5&t=14061

MapPurger
http://unrealtournament.99.free.fr/utfi ... Purger.zip
This basic builder I used as start for developing MapGarbage. You can do the same, creating your own builders (for other purposes or more pro checks).

Not for UT Editor but for good for adjusting UT maps - lol
PathsLinker
Latest version is from August 2020
viewtopic.php?f=34&t=331&start=30#p3186
Previous version has a tiny little small bug and then... I'm not going to re-link it here.
At this moment I'm not aware of any builder for Editing maps capable to mess with reachSpecs aka paths.
UGold227 has new native functions capable to do some stunts which are recognized without issues in UT's C++ navigation code in map's run-time. So to speak user-made reachSpecs are perfectly usable in UT gaming, even if builder won't run in UT's Editor so it won't help editing map inside UT, not at this time. Perhaps in future some smarter dudes will cause existence of such a builder for UT written in C++ and expanded with an UScript access.
For editing UT maps having BotPack assets, you'll need a BotPack for whatever U227 located somewhere at OldUnreal forum or else you cannot open those UT maps in UGold227 or U227.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

User avatar
D13GO_{HoF}
Posts: 294
Joined: Thu Sep 21, 2017 11:23 pm
Location: Costa Rica
Contact:

Re: Builders helpers for UT Editor

Post by D13GO_{HoF} » Sat Sep 19, 2020 8:22 pm

Thank you Nelsona, when i make maps again, i will use them to improve my skills

Nelsona
Posts: 1117
Joined: Sat Sep 30, 2017 5:03 am

Re: Builders helpers for UT Editor

Post by Nelsona » Sat Sep 19, 2020 10:25 pm

More things in Editor are doable in seconds. This is what a builder is doing... engaged by user-mapper.
The rest is about understanding UE1 known as Unreal Engine 1 and how does it work. They were trying harder a different Reality... but based on the Real Reality... forgetting some details, of course...
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

User avatar
D13GO_{HoF}
Posts: 294
Joined: Thu Sep 21, 2017 11:23 pm
Location: Costa Rica
Contact:

Re: Builders helpers for UT Editor

Post by D13GO_{HoF} » Mon Sep 21, 2020 2:32 pm

Real Reality okay..... Meanwhile i will be making maps with more cartoonish styles, however knowing how to handle pathing can make the big difference

Nelsona
Posts: 1117
Joined: Sat Sep 30, 2017 5:03 am

Re: Builders helpers for UT Editor

Post by Nelsona » Mon Sep 21, 2020 5:21 pm

Their "Real Reality" was an attempt to clone real life movement and then all navigation data is placed accordingly in a UT map.
By example, a PathNode placed in air is like a soap bubble. A man walking I believe cannot touch that bubble which is almost on a building. This way works pathing, nothing from things which mappers have as imagination won't work. Rules are clear: Pawn should reach there and breath before taking next point else no path is created. No one can stay in air breathing and then... no data is assigned to that point as roam target. But from this point by falling and walking perhaps we can reach somewhere and then Paths from a Box to the ground are available as jumpy ones. These are basic rules and not visibility myths. It's about pawn's capability to navigate from A to B and nothing else. Editor does this test x times in a second using Scout. Then... Editor environment is not like game Environment resulting some lacks of data. They also preserved special stuff where Pawn can use something for getting help - combos teleporters warps etc. community things.

What they forgot to explain is how to manage bridges - Movers in stage. There gaming has other rules than reality - but... we know what to do at bridges after 20 years...
Tools posted in first post are helpful to pass over Editor's automation and engaging human feelings and wishes in stage, we can dictate what we want.

Now the problem comes to fixing rammed geometry - that's the big challenge...
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 1117
Joined: Sat Sep 30, 2017 5:03 am

Re: Builders helpers for UT Editor

Post by Nelsona » Mon Sep 28, 2020 5:11 pm

I'm currently working at MapGarbage for October 2020.
All changes are going to be mentioned and written in release document and it will be out after testing it multiple times.
Notes:
- adjusting alignment codes - positive and negative space coordinates are not having the same deal for being moved at nearest grid point;
- adding exchanging places feature;
- adding a re-link feature Inventory - InventorySpot - a need after exchanging places in case of items relocated;
- adding a bad rotated PlayerStart detector, face at walls might do damage for splash damage weaponry arenas and it looks dumb anyway.
MG_0_10_2020.PNG
MG_0_10_2020.PNG (10.55 KiB) Viewed 401 times
MG_1_10_2020.PNG
MG_1_10_2020.PNG (9.88 KiB) Viewed 401 times
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 1117
Joined: Sat Sep 30, 2017 5:03 am

Re: Builders helpers for UT Editor

Post by Nelsona » Sun Oct 04, 2020 1:06 pm

Bump. Crazy people are making me to perform another check at Level Validate cloned thing.
I'm not going to explain too much what is about, some them are reacting into a dumb direction ignoring all good tutorials, doing a mess and ruining their own design.
Such maps added in servers are doing only headaches, you'll triple check settings and it's hard to figure what does the damage...
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 1117
Joined: Sat Sep 30, 2017 5:03 am

Re: Builders helpers for UT Editor

Post by Nelsona » Fri Oct 09, 2020 7:37 pm

Continuing.
Level Validate (UScript cloned) - fake command not fixed even last UT469 which still allow to mess up some properties of LevelInfo - Actor number zero from map - will recover without any option default Map State as long as ruining net games based on brain butterflies is not welcomed by any admin.
Level Validation will recover badly rammed variables trying to do somehow a recovery at a basic Level of UScript, not at C++ Level.

I'm going to think what else can be helpful in mapping and map checking operated quickly at Scripts speed and useful. Perhaps at middle of month Version October will be public. I'm not going to remove reachSpecs counter doing a "warning" in UT469 because DescribeSpec is written like in last century, I'm not going to remove any feature for which I worked a lot to implement. Here function should allocate null values, then if request it's inside array boundaries creating valid response else doing nothing letting null values to be thrown out, there is no need to mess outside array and not accessing anything... I was expecting something more wise in 2020 but... we do not have such thing... not yet.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 1117
Joined: Sat Sep 30, 2017 5:03 am

Re: Builders helpers for UT Editor

Post by Nelsona » Sat Oct 10, 2020 5:31 pm

For users having problems (or not) with Editor coming with latest UT patch version 469, MapGarbage will have a feature which 469 has in Editor.
It is about assignment of LiftTag and Tag for Navigation combos LE-LC-LE corresponding to a Lift. In 469 this feature has something "AutoGenerate" or a custom user string for this quad Mover-LE-LC-LE. Personally I don't see any logic for making a custom human-readable string, we only need the right connections which are about to be build here. Yes, this feature is used for preparing Lifts BEFORE building/Re-Building final paths. Lifts are recognized based on these strings linked in their combos.

Why this feature ? Because if we want to be creative with names used, we are wasting some time thinking at them and then adding them in each of these minimum four actors by editing their properties. Time, time, time... Nope... we are only selecting these 3 (out of a lift) actors, or 4 actors if lift is participating, and we trigger builder to create strings for us, builder is creative no worries, it will find something suitable and unique - if map doesn't have duplicated craps. As you might be guessed, other jumpy combos out of lifts are engaged in this task as well - Lift is not mandatory after all, unless we have one. Mappers were creating all sort of strings, writing them into properties, now we only need to think at design and other needs without wasting time. I think a Custom string is irrelevant, all we need is a correct combo and not guessing... builder will spit something out if combo is incomplete so it is helpful in debugging these COMBO-Paths or accidentally there are more than one mover selected. The feature is concerning a Lift and desired Points and not multiple lifts and combos at once.

Repeating: This builder is not a tutorial, you need to know what you do, it won't do the map for you.
AutoLinkingCombos.PNG
AutoLinkingCombos.PNG (928.1 KiB) Viewed 176 times
After applying this setup, paths must be build / re-build and then we do have connections ( or XC connections ) properly added for these Navigation Combos.
It doesn't matter if said Combos were not completed or previously already having tags defined, they are automatically adjusted and a connecting recommendation report is being logged.
Here is a sample report without Mover :

Code: Select all

TagAssigned: Using LiftExit5_MG as private combo identification.
LinkedForPathsBuild: 2 LiftExit actors, 1 LiftCenter actors and 0 mover actors will get connected using name LiftExit5_MG.
I will attach some extra-data during tagging process.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 1117
Joined: Sat Sep 30, 2017 5:03 am

Re: Builders helpers for UT Editor

Post by Nelsona » Sun Oct 11, 2020 2:01 pm

Next Stage:
Are we ready for some contest / content using ONLY stock for preventing some headaches with custom "files" ? Maybe...
We won't open or look for stock textures anywhere and spending here ages. We can simply do an execution of a TEXT file as follows:

Code: Select all

obj load file=LadrStatic.utx
obj load file=ArenaTex.utx
obj load file=Belt_fx.utx
obj load file=castle1.utx
obj load file=city.utx
obj load file=Coret_FX.utx
obj load file=Creative.utx
obj load file=Crypt_FX.utx
obj load file=Crypt2.utx
obj load file=CTF.utx
obj load file=DDayFX.utx
obj load file=DecayedS.utx
obj load file=Egypt.utx
obj load file=EgyptPan.utx
obj load file=eol.utx
obj load file=Faces.utx
obj load file=FlareFX.utx
obj load file=FractalFX.utx
obj load file=Indus1.utx
obj load file=Indus2.utx
obj load file=Indus3.utx
obj load file=Indus4.utx
obj load file=Indus5.utx
obj load file=Indus6.utx
obj load file=Indus7.utx
obj load file=Lian-X.utx
obj load file=Metalmys.utx
obj load file=NivenFX.utx
obj load file=of1.utx
obj load file=Old_FX.utx
obj load file=PhraelFx.utx
obj load file=RainFX.utx
obj load file=RotatingU.utx
obj load file=Scripted.utx
obj load file=ShaneChurch.utx
obj load file=SkyBox.utx
obj load file=Slums.utx
obj load file=AlfaFX.utx
obj load file=TrenchesFX.utx
obj load file=UT.utx
obj load file=UT_ArtFX.utx
obj load file=UTbase1.utx
obj load file=UTcrypt.utx
obj load file=UTtech1.utx
obj load file=UTtech2.utx
obj load file=UTtech3.utx
obj load file=UTtech4.utx
obj load file=XbpFX.utx
obj load file=Xtortion.utx
obj load file=Ancient.utx
obj load file=BluffFX.utx
obj load file=ChizraEFX.utx
obj load file=Crypt.utx
obj load file=Detail.utx
obj load file=DMeffects.utx
obj load file=FireEng.utx
obj load file=GenEarth.utx
obj load file=GenFluid.utx
obj load file=GenFX.utx
obj load file=GenIn.utx
obj load file=GenTerra.utx
obj load file=GenWarp.utx
obj load file=GreatFire.utx
obj load file=GreatFire2.utx
obj load file=HubEffects.utx
obj load file=ISVFX.utx
obj load file=JWSky.utx
obj load file=LavaFX.utx
obj load file=Liquids.utx
obj load file=Mine.utx
obj load file=NaliCast.utx
obj load file=NaliFX.utx
obj load file=Palettes.utx
obj load file=PlayrShp.utx
obj load file=Queen.utx
obj load file=ShaneDay.utx
obj load file=ShaneSky.utx
obj load file=Skaarj.utx
obj load file=SkyCity.utx
obj load file=SpaceFX.utx
obj load file=noxxpack.utx
obj load file=Starship.utx
obj load file=TCrystal.utx
obj load file=Terranius.utx
obj load file=XFX.utx
obj load file=xutfx.utx
Let's say these might be loaded without to specify Textures folder because it's taken from system's paths, at least for me they work. All need it's inspecting textures and clicking twice on "Toggle Dock Status" for refreshing Textures Browser. Stock textures are ready for use...
And then... MapGarbage can load these for you - IF you want them - it will not need any Text file and no stories written in console, it loads stock Textures on demand, more easy than inspecting through a mountain of custom (some of them real craps) textures. It takes time to read them but... Editor it's working with MapGarbage for you. This feature is planed to go embedded in version from October.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Post Reply