I've nearly finished my finalfinal version but I've got this really weird problem... I duplicated some movers, and they show up every time I click rebuild geometry, but when I click rebuild lighting they disappear...
Any ideas? :scratch:
Map Project
Oh nvm I worked it out. I was viewing them at their second position but they went back to their original position when I rebuild, which I hadn't changed from when I duplicated them... lol.

I love the smell of UnrealEd crashing in the morning.
-
- DW Clan Member
- Posts: 1634
- Joined: Wed Dec 28, 2005 12:00 am
I don't know if this has anything to do with DWRPG, but I strongly suggest if you plan on using anything from DWRPG you check with me first, as things in DWRPG are liable to change, with the negative effects you've already experienced.superchav wrote:No i put a unfinished artifact script pickup in the map now everytime i try to open map it gives errors. so i deleted map and started ued fine.
Nope it wasnt a DWRPG artifact, it was my own artifact i had been working on for a while, but i forgot to finish the script for it to spawn... such as instead of attatching to mover and making it move around map i had it so the artifact just randomly appeared in places of the room and flew around ..
.......I have almost finished my room and will be attatching all soon. Maybe by the end of this weekend we will have it all done?
.......I have almost finished my room and will be attatching all soon. Maybe by the end of this weekend we will have it all done?


but you said that last week :(superchav wrote:.......I have almost finished my room and will be attatching all soon. Maybe by the end of this weekend we will have it all done?
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
When I edit the appearance of the neutral zone, I'll also finish my room. Just today I finished the statue:
I also include the mini secret & tackle the fluid surface issue again. I got several theories that may cause the flat fluid surface.

The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Alright I'm going to piece the rooms together. However there are some modifications I would like to do to some of your rooms.
Draco:
Do I have permission to give you a skybox (snowy mountains you see in "SkyRenders" texture package).
Also do I have permission to remove all of your pickups? We'll decide which weaps, powerups, & adren (quantity) will go to each room later.
Also I've noticed it's snowing inside your entrance cave, do you want me to place a "no snow" volume there so snow won't go through ceilngs?
Lastly, may I include several blocking volumes underneath some of the boulders attached to the steep terrain to prevent players from glitching?
Reload:
Do I have permission to give you the same skybox (mountains) as in Draco's Room.
Also do I have permission to make the players swim in your water? I'm going to make the water about 1024 uu deep. You can place meshes & decorations into your deep water when the rooms are attached.
Lastly, would you like it to snow in your room?? Since Draco has the weather effect actor, it makes the whole map under this snow. So before I apply the "No Snow" volume into peep's rooms, I'm wondering if you would like it to snow in your room.
edit: I'm not attaching your room in the map yet. Since I don't have the Ballistic resources, I won't post it up so I can still test the map.
Shards:
Do I have permission attach your wave 16 mover as one large collision mover & one noncollision mover to reduce Channel count by about 8.
Also may I use the visibility tool to trim your terrain so we don't render unecessary triangles.
Edit: After combining the rooms, you're getting some BSP cuts on your ceiling (I can send you a screenshot if you want). I'm going to modify your geometric brushes so they won't overlap. Ultimately, I'm hoping that it won't affect your appearance at all. You just have several geometric brushes on the ceiling that I'll trim up.
-Edit: Woo, that was nerve racking. I completely demolished your ceiling, and built you a new one. It looks exactly the same, but several vertices are displaced. I gotta teach you the intersecting tool some day :D
Right now the new ceiling isn't showing me any problems! :cheers:
SuperChavez:
Since I don't have your room, I'll assume your room is about 5120X5120X5120. You may add your room there after I attach all the other rooms.
As to all:
May I have permission to optimize your rooms??
I will:
-Zone your geometric brushes
-Insert multiple AntiPortal Actors
-Insert Blocking volumes around detailed Static Meshes with complicating/unsimplified collision. You can tell me which meshes you don't want to be simplified.
-Apply "Cull Distance" to some meshes.
-Compress all custom textures from "MyLevel" into DXT1
Also, I've noticed that there was a SkyZoneInfo actor with "locked" properties (where I can't move it). This reminds me that there could be several actors that are also locked but I overlooked it/them. Since I'm moving rooms as a whole, locked actors will stay in place while the room will move on (displacing the locked actors with your room). Therefore, if you have locked (advanced--->bLockLocation=true or bMovable=false) any of your actors please let me know ASAP.
Lastly, I'm going to take this opportunity to create my television screens. If you want a specific monitor to show your room (download my room, and choose a monitor from the secret), let me know or I'll make it random. Also send me a screenshot you want the camera angle to be for your room. You can send me a pm if you want to keep your room a secret from public. If I don't receive a screenshot by the time Chavez is done attaching his room, I'll just pick a camera angle I think works.
Thank you for your understanding...
Edit: Blah, I found 2 weather fx actor with locked locations...
I don't think we need 3 actors for weather. Do I have permission to delete the other two & multiply the # of snow particles for the first weather actor by 3??
Draco:
Do I have permission to give you a skybox (snowy mountains you see in "SkyRenders" texture package).
Also do I have permission to remove all of your pickups? We'll decide which weaps, powerups, & adren (quantity) will go to each room later.
Also I've noticed it's snowing inside your entrance cave, do you want me to place a "no snow" volume there so snow won't go through ceilngs?
Lastly, may I include several blocking volumes underneath some of the boulders attached to the steep terrain to prevent players from glitching?
Reload:
Do I have permission to give you the same skybox (mountains) as in Draco's Room.
Also do I have permission to make the players swim in your water? I'm going to make the water about 1024 uu deep. You can place meshes & decorations into your deep water when the rooms are attached.
Lastly, would you like it to snow in your room?? Since Draco has the weather effect actor, it makes the whole map under this snow. So before I apply the "No Snow" volume into peep's rooms, I'm wondering if you would like it to snow in your room.
edit: I'm not attaching your room in the map yet. Since I don't have the Ballistic resources, I won't post it up so I can still test the map.
Shards:
Do I have permission attach your wave 16 mover as one large collision mover & one noncollision mover to reduce Channel count by about 8.
Also may I use the visibility tool to trim your terrain so we don't render unecessary triangles.
Edit: After combining the rooms, you're getting some BSP cuts on your ceiling (I can send you a screenshot if you want). I'm going to modify your geometric brushes so they won't overlap. Ultimately, I'm hoping that it won't affect your appearance at all. You just have several geometric brushes on the ceiling that I'll trim up.
-Edit: Woo, that was nerve racking. I completely demolished your ceiling, and built you a new one. It looks exactly the same, but several vertices are displaced. I gotta teach you the intersecting tool some day :D
Right now the new ceiling isn't showing me any problems! :cheers:
SuperChavez:
Since I don't have your room, I'll assume your room is about 5120X5120X5120. You may add your room there after I attach all the other rooms.
As to all:
May I have permission to optimize your rooms??
I will:
-Zone your geometric brushes
-Insert multiple AntiPortal Actors
-Insert Blocking volumes around detailed Static Meshes with complicating/unsimplified collision. You can tell me which meshes you don't want to be simplified.
-Apply "Cull Distance" to some meshes.
-Compress all custom textures from "MyLevel" into DXT1
Also, I've noticed that there was a SkyZoneInfo actor with "locked" properties (where I can't move it). This reminds me that there could be several actors that are also locked but I overlooked it/them. Since I'm moving rooms as a whole, locked actors will stay in place while the room will move on (displacing the locked actors with your room). Therefore, if you have locked (advanced--->bLockLocation=true or bMovable=false) any of your actors please let me know ASAP.
Lastly, I'm going to take this opportunity to create my television screens. If you want a specific monitor to show your room (download my room, and choose a monitor from the secret), let me know or I'll make it random. Also send me a screenshot you want the camera angle to be for your room. You can send me a pm if you want to keep your room a secret from public. If I don't receive a screenshot by the time Chavez is done attaching his room, I'll just pick a camera angle I think works.
Thank you for your understanding...
Edit: Blah, I found 2 weather fx actor with locked locations...
I don't think we need 3 actors for weather. Do I have permission to delete the other two & multiply the # of snow particles for the first weather actor by 3??
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Boss has mail :D
The FinalFinal version's up on FileFront. Look out for the FinalFinalFinal version when I inevitably realise there's something else I've forgotten...
Btw I have some of the Ballistic's resources now and Reload's room certainly looks different with them.. :cheers:
P.S. This is now the second most active topic ever on the forums :cyclopsani:
The FinalFinal version's up on FileFront. Look out for the FinalFinalFinal version when I inevitably realise there's something else I've forgotten...
Btw I have some of the Ballistic's resources now and Reload's room certainly looks different with them.. :cheers:
P.S. This is now the second most active topic ever on the forums :cyclopsani:

I love the smell of UnrealEd crashing in the morning.