Mapping - misc settings, decorations, borks prevention

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Nelsona
Posts: 647
Joined: Sat Sep 30, 2017 5:03 am

Mapping - misc settings, decorations, borks prevention

Post by Nelsona » Thu Feb 07, 2019 5:12 pm

This topic has as audience those mappers who are convinced that they know what they are doing but actually do not know too much, they are even tempted to write tutorials while mistaking relatively basic things.

Let's start with something more or less known.

MH-BoomBoomBridge (as a sample) was a MH conversion capturing attention from some people.
One of the problems that this map has developed - just like MH-GXech - is the scratch spam in these maps causing the destruction of the game, even crashing the server, creating hundreds of actors that have no utility. Decorations that are supposed to be destroyed are set bStatic and/or bNoDelete and continue to create fragments without stopping when a madman has nothing to do and is shooting them for fun.
Spam_notMap.PNG
Spam_notMap.PNG (380.94 KiB) Viewed 336 times
The setup here is entirely hilarious having even a LifeSpan for actor which will never be deleted - this is guessing or just dumbness.
In other circumstances, we have decorations that have changed meshes and that do not contain the original animations for which they were created causing error entries in log files - why this spam after all. FORGET these habits, forget IntroDude, IntroBoss, Boulders and decorations which have their unique purpose not a general purpose.

Code: Select all

class Boulder extends Decoration;
....

function PostBeginPlay()
{
	local float Decision;

	Super.PostBeginPlay();
	Decision = FRand();
	if (Decision<0.25) PlayAnim('Pos1');
	if (Decision<0.5) PlayAnim('Pos2');
	if (Decision<0.75) PlayAnim('Pos3');
	else PlayAnim('Pos4');	
}
This boulder, if has original mesh changed, will never run these animations, but spamming console.

A simple Solution for decorating a map with something really STATIC and immune at spam is

BlockAll - this is not only for covering BSP holes this can be RESIZED and used with "DrawType=DT_MESH" from Display section in Actor properties, after applying a MESH and bHidden=False - desired mesh with desired frame with desired size with..... bla bla....
We can have Vases, Statues, Symbols, Placards, all of them being BLOCKALL actors happily adjusted without any issue, simple as that.
If you want a dynamic decoration able for running several animations programmed or less programmed just ASK HELP. A selfish attitude is not helpful - yes this needs to be written in "mapping" tutorials instead of cheap useless stories.
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: 647
Joined: Sat Sep 30, 2017 5:03 am

Re: Mapping - misc settings, decorations, borks prevention

Post by Nelsona » Thu Feb 07, 2019 5:34 pm

Chapter 2 - more or less known things about collision cylinder.

We might need to know when our decoration/trigger/etc. might react at a bump/touch problem. Let's see how does our actor looks like:
How_does_it_collide.PNG
How_does_it_collide.PNG (421.4 KiB) Viewed 330 times
A WARNING: for figuring collision cylinder, actor should have in Collision Properties Section bCollideActors=True. If actor has no collision, no cylinder is shown and this actor won't react at "touch" called by engine when is available. You'll be surprised to find how many even old mappers don't have more clue what they do here.
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: 647
Joined: Sat Sep 30, 2017 5:03 am

Re: Mapping - misc settings, decorations, borks prevention

Post by Nelsona » Sat Jan 04, 2020 10:48 am

In mean-time
MapGarbage builder and mapping helper has various features and last time I added some comments taken from documents which are shown a single time per editing session in order to prevent spamming. Last feature added so far (and I'm thinking what else it's helpful) was removing useless TAGS which Editor is adding to an actor based on GetItemName thing. These Tags are only bytes added with no use especially if are "default" only grows file-size - probably it's only my insanity toward saving resources.

The question is if MapGarbage needs to print in logs other explanations without doing anything, or a feature for pointing overcrowded spots with paths. Here might go hints according to what mappers are doing considered "cool" but without use On-Line. I saw a lot of flares attached or not attached to Movers which are NONE in clients playing On-Line, recommendations for MyLevel which has no use in MH mapping if original 503 MonsterHunt.u file is loaded and uncompiled actors are just map junks. I might copy some hints written in old tutorials this way being more handy for access right from Editor.
Expl_MGrb.PNG
Expl_MGrb.PNG (277.79 KiB) Viewed 71 times
I see UT99.org it's very relaxed - like all work it's done - and no one says anything about some "HLP" for Editor - that would be the right tutorial containing original assets written by Polge and Sweney, and then if coders are busy these free days with doing nothing I think I'll drop some lines that can be read in Editor.log file and also in Editor's Console.
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: 647
Joined: Sat Sep 30, 2017 5:03 am

Re: Mapping - misc settings, decorations, borks prevention

Post by Nelsona » Sun Jan 05, 2020 7:48 pm

And we can keep going forward - due to last map inspection done:
1. kicker support doable with MapGarbage - will speed up kicker setup.
We are selecting a (more) kicker(s) and we put a boolean on True - Hit build - in next second selected kicker(s) will have events generated and spawned SpecialEvents with jump sounds and all setup done automated. SpecialEvent is placed at 2 units above kicker or a value defined in builder. Simple as that and fast and 100% accurate.
2. Pathing hit.
I see Editor and XC_PathsBuilder adding paths from teleporters to whatever points. In majority of cases these are hijacking bot's road. If teleporter is a jumppad will throw Bot away and then he need to reconfigure his wills. If is about other Teleporter, Bot is thrown in other zone unable to reach at Routecache[2] whatever if teleporter is unidirectional. I don't know how you like UT games generally, but definitely I'm not a fan of creating borks just for having UNR files.
Here I could write something for removing Paths[x] coming from teleporter as long as that route has no logic all time but I have to take in account UpStreamPaths[x] as well - I'm not sure if this is necessary but... heck... Here we speak about iterations which are nasty even in Editor...

Edit: Of course, by doing these I might be sounding like I'm lazy or this is for lazy mappers, but it's not that. I'm trying to prevent wasting time and even making mistakes when brain is tired by walls... At least hacking teleporters takes time when map is a bigger one.
Here I would like to see someone with a better english setting up a video tutorial/document with these functions and XC addons.
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: 647
Joined: Sat Sep 30, 2017 5:03 am

Re: Mapping - misc settings, decorations, borks prevention

Post by Nelsona » Wed Jan 15, 2020 3:01 pm

Bumping next: Common MH problem - Queen - these are troubles specific to original plain UT... probably not a problem for servers tweaked correctly. Yes, I think it's time to clarify WHAT can be done in an old map except changing textures and adding a wall, which means Technical works aka map's mechanics.
What I would do ?
Let me see:
- only a Queen it's allowed to spawn in maps using QueenDest and not only there - two Queens counted might head to a failure at random;
- combined Factories also should take in account the EXACT number for creatures from certain wave and NOT even a single one more - unless next wave will deliver a Queen facing the older from previous wave and allowing this way TWO. When these both are teleporting in the same spot, say good bye to counter;
- Alternate Solution (not AlternatePath) using events granted by... SPAWNPOINT actors - read well - a Spawnpoint bringing a creature will deliver an Event accordingly. Have you ever tried this ? No... the only thing done was having "fix1" to "fix199" and NOTHING fixed here - problems were moved not fixed. You'll see by using this solution Left-Over spawned creatures but you won't have problem with opening critical doors - SpawnPoints won't stop doing their events because are not removed like in Queen-to-Queen case. I used this way without a single problem.
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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