Little Tiny Small feed-back at Nelsona.
There are some types of ammo that are falling at EPIC's decision...
Sometimes for certain reasons they will fall from map disregarding normal placement. In this case a different operation mode will take in account those junks and wrap them up correctly... The solution is placed here...
I think I can use this one more intensive similar to a more fixed CTF-Coret. I like it a little bit I have to admit... probably because it's... random...
Map assessment and pathing enhancements
Re: Map assessment and pathing enhancements
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 -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Map assessment and pathing enhancements
I sent you the wrong version, the one I intended has a temple between the two bases... and gates.
- Attachments
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- Shot0067.png (720.91 KiB) Viewed 69230 times
Re: Map assessment and pathing enhancements
No problem, I'll take next one... However, did it worked as it should ?
Link me to desired version.
Link me to desired version.
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 -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Map assessment and pathing enhancements
Mostly, though I didn't see any specific defense positions, though with such an open area between each base it's possible bots didn't stop to defend.
Could probably use a specific sniper pickup on that raised area above the flag.
https://unrealarchive.org/maps/unreal-t ... 84387.html
Re: Map assessment and pathing enhancements
Yep... First stage is mainly done. Also, the placement of the flags needed to be adjusted as they were a bit out of place, not very logical.
Next stage is completing a few AlternatePaths, perhaps some extra-combos for various heights, then cleaning nulled ReachSpecs. Some of those nulled navigation ReachSpecs can be reused.
In the final stage, navigation points for various inventory items, weapons, ammunition, etc. will need to be set up.
For defending chapter I did not figure an optimal position, defender can be eliminated from a long range and... it turns out as being useless at random. They are not very sensitive in big open space.
Edit:
Game-Play results.
Broken doors are just broken trash. I participated at game using 436 + XC assets and a 469d in normal format out of tools. Those things called doors allows Player to dodge through them while they are moving - in both game versions, they have collision only when they don't move - aka IgnoreWhenEncroach - such a behavior is abnormal for any physics rule of this planet. I removed useless portal added over there and... nothing is changed. These "doors" are re-scaled, I think if they will generate floating data, calculations concerning collision with Pawn which is jumping through them when are moving is completely failing. Entertaining no wonder !
Screening... For a bit of branstorming....
So the behavior from game in fact works normally - the garbage obviously has the right reaction, like a garbage.
As conclusion, the wrong map was good, but the good map is... different...
In any versions (original or rebuilt) shock-balls are crossing through these doors...
Next stage is completing a few AlternatePaths, perhaps some extra-combos for various heights, then cleaning nulled ReachSpecs. Some of those nulled navigation ReachSpecs can be reused.
In the final stage, navigation points for various inventory items, weapons, ammunition, etc. will need to be set up.
For defending chapter I did not figure an optimal position, defender can be eliminated from a long range and... it turns out as being useless at random. They are not very sensitive in big open space.
Edit:
Game-Play results.
Broken doors are just broken trash. I participated at game using 436 + XC assets and a 469d in normal format out of tools. Those things called doors allows Player to dodge through them while they are moving - in both game versions, they have collision only when they don't move - aka IgnoreWhenEncroach - such a behavior is abnormal for any physics rule of this planet. I removed useless portal added over there and... nothing is changed. These "doors" are re-scaled, I think if they will generate floating data, calculations concerning collision with Pawn which is jumping through them when are moving is completely failing. Entertaining no wonder !
Screening... For a bit of branstorming....
Code: Select all
Begin Actor Class=Mover Name=Mover2
MoverEncroachType=ME_IgnoreWhenEncroach
...
MainScale=(Scale=(X=2.000000,Y=1.100000),SheerAxis=SHEER_ZX)
...
Begin Polygon Item=2DLoftSIDE Texture=128-02A Link=2
Origin +00000.000000,+00160.000488,+00096.000000
...
PrePivot=(X=0.000122,Y=17.454536)
Name=Mover2
...
etc. trash
As conclusion, the wrong map was good, but the good map is... different...
In any versions (original or rebuilt) shock-balls are crossing through these doors...
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 -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Map assessment and pathing enhancements
Sounds good, can't wait to test it.
Will there be another .pdf? Liked the idea of you describing your edits in detail which could be added to any future map uploads.
Will there be another .pdf? Liked the idea of you describing your edits in detail which could be added to any future map uploads.
Re: Map assessment and pathing enhancements
On going....
It was recommended a "Happy New Year" and then... I'm happy as follows:
- Movers (alleged doors) have been totally reconstructed, without too much related "scaling" pathetic settings. Now they will act as a normal environment object blocking everything as they should be.
- Debris brushes without a valid purpose have been eliminated;
- Bot Pathing was easy.
Technically I would like to deliver more about this editing task but I'm afraid that "walls-drawers" won't read, neither learning a damn thing.
Edit: Let me know how does it work.
It was recommended a "Happy New Year" and then... I'm happy as follows:
- Movers (alleged doors) have been totally reconstructed, without too much related "scaling" pathetic settings. Now they will act as a normal environment object blocking everything as they should be.
- Debris brushes without a valid purpose have been eliminated;
- Bot Pathing was easy.
Technically I would like to deliver more about this editing task but I'm afraid that "walls-drawers" won't read, neither learning a damn thing.
Edit: Let me know how does it work.
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 -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Map assessment and pathing enhancements
So, Happy New Year!
This one might be a challenge, no pathing for Warlords needed but the bots are tricky.
Flag bases are on the top level but most of the action takes place below. Problem is the bots never try to get back up to the top when they've got a flag... which invariably leads to a lot of what you see in that screenshot passing from bot to bot.
This one might be a challenge, no pathing for Warlords needed but the bots are tricky.
Flag bases are on the top level but most of the action takes place below. Problem is the bots never try to get back up to the top when they've got a flag... which invariably leads to a lot of what you see in that screenshot passing from bot to bot.
- Attachments
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- CTFM-UTDMW-4by4.zip
- (452.15 KiB) Downloaded 276 times
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- Shot0210.png (877.27 KiB) Viewed 69209 times
Re: Map assessment and pathing enhancements
It happens because for some dumb reason PathNodes are lifted upper from walking ground and this way connections are missing - easy to see even in original Editor.
The rest is just the same generation of useless junks with nodes nearby items. Pathing here is easy, I don't understand the reason for such misery.
I'll drop back Nodes on the ground according to "User of paths" specified in original pathing document from Epic and no other way.
But... I think I'll add new ones because these are closer to edges and they are generating a bunch of specs - and errors too, spam useless paths.
The rest is just the same generation of useless junks with nodes nearby items. Pathing here is easy, I don't understand the reason for such misery.
I'll drop back Nodes on the ground according to "User of paths" specified in original pathing document from Epic and no other way.
But... I think I'll add new ones because these are closer to edges and they are generating a bunch of specs - and errors too, spam useless paths.
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 -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Map assessment and pathing enhancements
See what's up here...
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 -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -