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Re: Help with Volumes Physics please.

Posted: Wed Jan 20, 2010 8:28 am
by Nelsoncarmo26
Thanks for the that Dynadin... unfortunatelly the images don't work for me.

The white backround is rendered too.

I tried to change the render type, but not even translucent works.

Unless there are other settings to make the backround disappear... I'm guessing you should have made the backround black too.

Good attempt though, apreciated.

EDIT:
I just though, that... can I adjust the opacity, and leave it translucent, then the colour will go... you know what I mean?
i'll try opacity, if that option is available... I think it is... I'll let you know.

Re: Help with Volumes Physics please.

Posted: Wed Jan 20, 2010 10:17 am
by Dynadin
Nelsoncarmo26 wrote:Thanks for the that Dynadin... unfortunatelly the images don't work for me.

The white backround is rendered too.

I tried to change the render type, but not even translucent works.

Unless there are other settings to make the backround disappear... I'm guessing you should have made the backround black too.
There is no white background. There is no background at all as should be evident on the .png. The images are alpha channeled. I'll try importing them into UnrealEd from this end and see what happens.

EDIT: Hmm, had this problem with .bmp before. I believe it is automatically interlacing the image thus giving it a white background. The .png is alpha channeled so if anyone wants to play with turning it into a .bmp the information is all there.

EDIT EDIT: Apparently just 'saving' as a .bmp doesn't secure the alpha channel. Unfortunatly I am not well versed with .bmp, I'm more of a .png / .gif person which UnrealEd helpfully doesn't support. I understand there is a few third party programs that can alpha channel a .bmp but I will leave it up to your disgression as to choose one.

Re: Help with Volumes Physics please.

Posted: Wed Jan 20, 2010 1:41 pm
by Nelsoncarmo26
What I did, is just change the settings to translucent and although the images are quite transparent, you can still see some of the colours and outlines of the fish.

If I can't find a way to render the fish in full colour on normal settings, I will just leave it as it is on the final version.

Right now I'm having trouble with the brushes too, as I am making an under water base, but when I subtract space, it creates some sort of streaky unlit space which affects the whole map. I have tried to rebuild all after that happened, but it didn't make a difference.

It seems I'm going to have to use meshes, and then build the base separately from this map, and just place teleporters.

I think I will post a beta, so you can test and see what you think.

I added some sea mines kind'a floating, and chains, which are attached to a chain holder.
The sank submarine is right by it, so it portraits that the submarine has exploded that sea mine.

The map is taking shape, but there's lot more work that needs doing.

Plus pathing, and pick ups placement.

Untill then...

Re: Help with Volumes Physics please.

Posted: Wed Jan 20, 2010 2:18 pm
by DW_Ant
I know dds pictures save the alpha channels. I've seen it done before. Microsoft Photo editor can't save it as a dds?
Nelsoncarmo26 wrote:I just though, that... can I adjust the opacity, and leave it translucent, then the colour will go... you know what I mean?
i'll try opacity, if that option is available... I think it is... I'll let you know.
You'll find the opacity option in the emitter's property ---> color. By default it's set to 1 (that's 100%). Only reducing the number will make it more transparent.
Nelsoncarmo26 wrote:Right now I'm having trouble with the brushes too, as I am making an under water base, but when I subtract space, it creates some sort of streaky unlit space which affects the whole map. I have tried to rebuild all after that happened, but it didn't make a difference.
You're not subtracting a subtracted space are you? That's a good chance in resulting HOM. First Add the brush, then subtracted after you've created your exterior.

But before you move on, please consider if your scaling is done right. Don't make it too big.

Re: Help with Volumes Physics please.

Posted: Wed Jan 20, 2010 8:10 pm
by Nelsoncarmo26
Nah, it's ok.
I've sorted it out.

I don't know what else to do with it though.
It's kind's finished... for now.
Should I post it, and see what you think?

Re: Help with Volumes Physics please.

Posted: Mon Jan 25, 2010 4:00 am
by DW_WailofSuicide
Some other maps that may be good to look at for sea life, um ... DM-UCMP4-Mania, CTF-CBP2-Tidal, there are a couple others that have fish and some other sea creatures in them. Definitely check out all the UCMP / CBP maps for this, as I know there are at least 1-2 more.

Re: Help with Volumes Physics please.

Posted: Mon Jan 25, 2010 7:20 am
by Nelsoncarmo26
I don't have those maps, and i don't know where to get them.

Re: Help with Volumes Physics please.

Posted: Mon Jan 25, 2010 2:36 pm
by DW_WailofSuicide
Nelsoncarmo26 wrote:I don't have those maps, and i don't know where to get them.
http://lmgtfy.com/?q=ut2004+ucmp
http://lmgtfy.com/?q=ut2004+cbp

Re: Help with Volumes Physics please.

Posted: Mon Jan 25, 2010 9:12 pm
by DW_Ant
Google is a very handy tool.
There are several other good websites you could visit to download maps:
Unreal Playground
Beyond Unreal
Map Raider
Planet Unreal

I'm sure there are more. But these links should be more than enough to find any map that you need.