Builders helpers for UT Editor

Development assistance and tutorials here.
Nelsona
Posts: 1434
Joined: Sat Sep 30, 2017 5:03 am

Re: Builders helpers for UT Editor

Post by Nelsona »

First post has been updated with latest updates for this year:
- MapGarbage December 2021
- XC_PathsWorker December 2021

See ya next year... Because... some people really don't understand combos and where a JumpSpot needs to be placed.
Here is how plain default DevPath is causing a bugger ReachSpec... due to mapper's "intelligence".
Stupid_WayBack.PNG
Stupid_WayBack.PNG (1.01 MiB) Viewed 815 times
Pawn will really fail to get back on platform if it wants to move there...

And then... at least builder might go more smarter than a walls-drawer... in January 2022.
No_Stupid_WayBack.PNG
No_Stupid_WayBack.PNG (1.01 MiB) Viewed 815 times
UncodeX Stuff
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: 1434
Joined: Sat Sep 30, 2017 5:03 am

Re: Builders helpers for UT Editor

Post by Nelsona »

In January MapGarbage will have a bit of polishing regarding to Nodes without incoming paths. Several dudes were informed about missing paths to InventorySpots. After some time they replied that "I don't have those". They are not really understanding why those things were vanished because for sure they WERE in map before.
Such a report will include WHICH INVENTORY was part of a previous borked InventorySpot, because the newer one created will have the same NO-ROUTE after each build without anything positive, a bad location will stay as it is, doesn't matter how many times are you pushing build button and junk data are just overloaded without to fix anything. Such a report will be like here showing which Inventory is not a goal for A.I.

Code: Select all

NoIncomingPath: PathNode78 is not having incoming connections.
NoIncomingPath: PathNode71 is not having incoming connections.
NoIncomingPath: InventorySpot580 -> HealthVial30 is not having any incoming connection...
NoIncomingPath: InventorySpot150 -> HealthVial62 is not having any incoming connection...
NoIncomingPath: InventorySpot921 -> FlakAmmo8 is not having any incoming connection...
NoIncomingPath: InventorySpot922 -> FlakAmmo10 is not having any incoming connection...
NoIncomingPath: InventorySpot923 -> RocketPack2 is not having any incoming connection...
NoIncomingPath: InventorySpot90 -> RocketPack9 is not having any incoming connection...
UncodeX Stuff
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: 1434
Joined: Sat Sep 30, 2017 5:03 am

Re: Builders helpers for UT Editor

Post by Nelsona »

During examinations to these builders, at a moment I was thinking to develop a test feature concerning whatever CTF map (or MonsterHunt, Assault) in order to gain data if Bot Pawns can navigate map and probably showing broken routes. I studied what's suitable as method (because I don't know what is used in UE1) from these:
https://medium.com/omarelgabrys-blog/pa ... 5a8902eb40
Initially a sort of pre-alpha code was doing something in simple maps but not exactly in complex ones due to missing things (I need more arrays...). I tried to emulate a "FindPathToward" (with native 1000 Paths boundary) but... it needs much more variables and a lot of code polishing - I discarded idea so far but I might solve it in future - maybe. I have to admit that for me is difficult using UScript resources because I'm not that skilled in programing things and facing limitations. But... such a check would answer if map is suitable for Bot games under 2 seconds.

In other hand I didn't see any solution so far for examining vertexes if are well aligned at grid and options for solving them...
UncodeX Stuff
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: 1434
Joined: Sat Sep 30, 2017 5:03 am

Re: Builders helpers for UT Editor

Post by Nelsona »

First Post has been updated with two things: MapGarbage January 2022, XC_PathsWorker January 2022.
Tiny notes:
#1 MapGarbage:
- adding which Inventory has paths missing not only reporting which InventorySpot has no incoming paths because the boys are not understanding what they do;
- adding an option for testing classes concerning if class is Abstract - unusable directly and if this is compiled or it's a lousy wreck inside map.
#2 XC_PathsWorker
- a small checker has been added trying to prevent creating a TWO-WAY jumper combo but heading to an impossible way back - people are not understanding how to setup a jumpy route and preventing lousy return moves, just like that. It's not an offense, it's a reality demonstrated by themselves.
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
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