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DM-1on1-Bastal  XML
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Okinesu

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Joined: 12/19/2004 20:45:34
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Location: San Marcos, TX
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I am moderately proud to present my first actual completed map, DM-1on1-Bastal. Careful eyes will observe that it's a remake of the first Quake III detahmatch map, Q3DM1.

That being said, it's really tiny, and definitely not suited for more than 2 people.

I need some feedback, yo. Tear into me.

To do:
+ pickups in the two hallway water areas
+ static meshes in the rocket launcher area
+ zone portal off the rocket launcher area
+ fix clouds or something
+ get john to make some custom music
+ get bots to wall-jump to shield
+ mo' emitters
+ screenshot preview thing goes too fast, bump dat up to 2 secs per frame
+ block volume off some more stuff if it needs it :3

BTW, you can only wall-jump to the shield. I think. If you can get there another way (not counting impact hammer jumps) then tell me. I did that on purpose.

Download DM-1on1-Bastal

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Frag.Stag

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Joined: 01/29/2006 00:46:25
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Location: Columbus, Ohio
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I downloaded it, went to run it (double-clicked the map) and got a runtime error. No UT bug report, it just died. I cracked it open in UnrealEd and it said it couldn't find these resources:

AmbModern
HipshotSkies


Also, when I went to build it it gave the following map errors:

No path from InventorySpot2
Brush60: Brush has NULL material reference.


My copy of UT2004 is up to date and has the Editors' Choice pack and the bonus packs on it.

That said, I was able to get it running by opening it in UnrealEd and playing it from there.

Now the critiquing...

I could rocket and flak-shell jump to the shield.

The bot ran the map pretty well. It's hard for me to critique much on paths since the map is so small. The bot always spawns on the other side of the map, so outmanuvering it is pretty easy.

No skybox.

I liked the pipe-behind-glass setup in the link gun room, but the shade on the glass isn't scaled correctly. I can see a seam in the middle of it.

Right now the map heavily favors the player that starts on the rocket end of the map. If he moves quickly, he can have the rocket and flak before the other guy can grab the link gun and get across the hallway. Then all he has to do is sit and wait for the other guy to come out and wail on him.
How you solve this (assuming you think it needs to be fixed) I'll leave up to you, except to say that I don't think both the rocket launcher and the flak cannon are necessary on this map.

As a whole the map feels really loose. I guess that's more because of QuakeIII; the whole game is about wide open spaces. So, the looseness isn't a bad thing per se, but it's something to consider in future endeavors. In all, a good map.

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Tidu!

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Joined: 12/20/2004 14:32:15
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Frag.Stag wrote:
No skybox.
 


That's because the package HipShotSkies that he forgot to include in myLevel was the skybox.

I'll try it later when I'm at home. I should put my newest map on here too

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Okinesu

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Joined: 12/19/2004 20:45:34
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Aright, my mistake. Here are the packeges you will need. How embarassing!

Download AmbModern.uax
--goes into /Sounds/

Download HipshotSkies.utx
--goes into /Textures/

No path from InventorySpot2 is because I didn't path to the armor yet. The NULL material should be fixed once you get the HipshotSkies texture package.

I don't mind that you can rocket jump to the armor.

Skybox is now a moot point 'cause I posted the texture package.

I'll fix the glass.

I'll bump up the shield to a super shield in efforts to help out the link gun player.

I suppose I can add more smeshes to tighten up the map, or something...

Thanks, frag.stag!

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Tidu!

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You're going to put the missing texture in your mylevel package for the next version, right?

and I just played it. It looked very good. one thing about the emitters though. There's one smoke emitter behind the glass that has 50 particles when it can easily be done with 10-20. If you go into this mode (dunno what it's called) you can see that having 50 emitters like this really creates a slowdown. Just a tip

And the map was good. A little open, but like what frag said, it should be like that.

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Okinesu

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Tidu! wrote:
You're going to put the missing texture in your mylevel package for the next version, right? 


Ya, totally. I just forgot about it -_-;

Tidu! wrote:
and I just played it. It looked very good. one thing about the emitters though. There's one smoke emitter behind the glass that has 50 particles when it can easily be done with 10-20. If you go into this mode (dunno what it's called) you can see that having 50 emitters like this really creates a slowdown. Just a tip  


Mmm, alrighty. Might make it look a more realistic too, more opaque (not that I can't totally tweak that anyway)

It kinda has to be open... If I place anymore smeshes in the level, it might get a little cramped and all...

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Tidu!

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Joined: 12/20/2004 14:32:15
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oh yes and I like your "666" damage-dealing volume

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Okinesu

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Tidu! wrote:
oh yes and I like your "666" damage-dealing volume  


I was hoping someone would see that

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Okinesu

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I'm waiting to get 3ds max so I can make some good glass, that's the holdup atm...

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Tidu!

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For your glass problem, you just have to scale teh texture a bit more so the seams can't be seen. And for the 3ds part: You have used Maya, right?

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Okinesu

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Tidu! wrote:
For your glass problem, you just have to scale teh texture a bit more so the seams can't be seen. And for the 3ds part: You have used Maya, right? 


Yeah, I know... I kinda wanted a different glass pane, though... anyway:

Here's the deal:

- I'd like to learn to use it
- I lost the DVD "Play" disc for UT2004 (I still have the Bonus Disc) and the special Maya PLE is on the Play Disc
- The Maya PLE you can get from Autodesk isn't the same as the one you get on the UT2004 "Play" disc, and it doesnt recognize the UnrealED plugins

So I only have access to the normal Maya PLE, which cant use the plugins, so it's useless to me... I don't think I can import models via ActorX without the plugins (so I can run axmesh).

Since I DO own UT2004, if you want to hook me up with that Maya PLE on the "Play" disc, Tidu!, that'd be neat...

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Tidu!

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...it's 129mb.

You sure the plugins won't work? Because on the Playdisk, there's the MayaPLE setup called "MayaPersonalLearningEditionEN_US". that's probably what you have. What plugin files did you try that didn't work? the one that is on the disk is called "UT2004Plug-inForMayaPLE".

And if you did try it, and nothing happened, try typing this into the command line: (with the editor open)

"UnrealEd -exportStaticMesh "name" -rootNode "objectname" -package "myLevel" -group "whatever"

The UnrealEd shelf doesn't appear in Maya for me, but that command works the same as the shelf would.

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Okinesu

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Nevermind, I got it working. Now doing some modelling..

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Okinesu

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Joined: 12/19/2004 20:45:34
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Alright, maybe someone can help me here:

I understand that if you export a model from Maya to UnrealED using the axmesh command (which I got working -_-;) that it will not use the textures you have assigned in Maya. It will be untextured in UnrealED.

I made a plane (flat sheet, not aeroplane) to use as the glass pane, and it came in untextured - fine, I assigned it a glass Skin (Display->Skin) from ucgeneric.utx. When I place it where the old glass was, you can see all of the pipes fine, but the emitters do not show and the texture just looks a little gray and doesn't have any of the warping or lighting effects that are in the galss texture. Any ideas?

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Tidu!

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You sure you're using the same texture? The environment maps and effects should work the same on a mesh. In Maya, in the modeling interfect, go to Edit Polygons, the first choice, and choose planar Mapping. then change the scale. Maybe the texture is so scaled that you can't see the effects.

And for the emitters, you'll have to make a new final blend material, and use the glass texture. Then I think you change "ZWrite" to either True/False, (whichever it isn't already). And I think the emitters will be able to be seen.

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