Help (movers)

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Help (movers)

Postby MutedSlayerking » Wed May 02, 2012 11:30 pm

I can't figure out whats wrong with this mover. I've deleted it, made a new one, moved it around. It just doesnt wanna work.
http://www.youtube.com/watch?v=JeDceQTIV5c
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Re: Help (movers)

Postby GenMoKai » Wed May 02, 2012 11:41 pm

you pressed the "build all" button?

It isnt a duplicated mover i guess?
Image
EAT THOSE FRIGGIN BANANAS !!!!!

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Re: Help (movers)

Postby papercoffee » Thu May 03, 2012 12:07 am

I see on 0:36 on the left a clipping ... only a hint for people who can really help.
But it seems to come from the cast for the mover.
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Re: Help (movers)

Postby JackGriffin » Thu May 03, 2012 2:31 am

Send me the map Jay. I'm not gonna waste time looking at a movie but I'll damn sure fix whatever is wrong.
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Re: Help (movers)

Postby Rakiayn » Thu May 03, 2012 8:12 am

make sure the drawscale of your mover is 1.0 for z,x,y and y.( right click, properties)
ussually you shouldnt be messing with the drawscales at anytime. when I just started mapping,I scaled brushes this way and saw the same problems with movers.
this may be your problem
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Re: Help (movers)

Postby Higor » Fri May 04, 2012 3:58 am

2 Choices.

1. Hit right click > Transform permanently.
Once done, hit show polys and fix textures misalignments.
Rebuild map.

2. Delete the mover.
Grab your builder brush, resize it so that you can intersect the one you'll use as mover.
Hit Transform Permanently on the builder brush.
Now hit intersect.
NOTE: Make sure you don't hit back, editor memory doesn't save brush intersections on back/forward operations.
Remake your mover with this new brush.


-= Things to consider when making movers:
Before creating your mover, make sure the POSTSCALE (vector) value is always (1,1,1), this means, don't ever resize the brush once ready.
You can resize the brush manually using MAINSCALE (vector), which is at default (1,1,1).
Hitting TRANSFORM PERMANENTLY will keep the brush shape, misalign textures if it was rescaled, but it will return both POSTSCALE and MAINSCALE to (1,1,1) which is recommended.
If you're making more than 2 keyframes, make sure you specify it on the NUMKEYS property of that mover actor.
If your mover/solid at default scale isn't solid, then check the surface flags, surfaces on custom brushes can become intangible by themselves, to fix this:
-Select the mover, only the mover.
-Hit copy
-Open notepad.exe and hit paste, you'll get your mover and its brush in text format
-On every face check the FLAGS= value
-If it says FLAGS=8, delete that, else, substract 8 from the flags value
-Copy all the text, paste back into UnrealEd
--Other stuff:
-If you're not really sure, you can simply eliminate all FLAGS= values and make the brush a full solid without surface flags, you can reconfigure those later
-If pay very close attention on the MODEL= property of a brush (or mover) you'll notice it is possible for the engine to have 2 brushes (movers) with the exact polygon set saving memory or simply changing all the brushes properties at once (useful for decoration brushes that is copied 100 times)

PD:
I wrote a native package that gives the user the ability to fabricate a mover, and change it's MODEL value in runtime, this can make a mover change shapes. Not sure what happens to geometry, but it should be readjusted if you make the mover interpolate a bit.
Attachments
MoverFactory.zip
(4.67 KiB) Downloaded 29 times
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Re: Help (movers)

Postby JackGriffin » Fri May 04, 2012 4:33 am

I got him sorted. Now he knows what not to do.

Welcome to the world of mapping Jay. I expect to see your Magnum Opus within a week :tu:
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Re: Help (movers)

Postby papercoffee » Fri May 04, 2012 6:45 am

@ Higor
would you please make a Tutorial out of this ...I never heard some of the things, especially this with the notepad part.
I can put it in here... viewtopic.php?f=5&t=1630&p=33787#p33787
:)
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Re: Help (movers)

Postby Higor » Fri May 04, 2012 6:58 am

Using notepad and similar, I did tons of brush hacking and correcting.
Might as well take an hour to explain the process and show a lot of examples, going from movers to low poly terrain, ending in my map project (made 70% with altered brushes), perhaps someone might want to finish it.
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Re: Help (movers)

Postby MutedSlayerking » Tue May 08, 2012 4:37 pm

Magnum Opus? Oh no, not yet. Give it some time Jack... It'll happen eventually.
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Re: Help (movers)

Postby comoestas » Wed May 09, 2012 11:54 pm

Higor I did some testing with your MoverFactory. I must say, it works excellent, and just what I was looking for, so I must thank you. One thing it does not do is when destroying spawned movers, the brush seems to stay there, although becomes semi-solid(I can move through it, but some projectiles still collide with it) Moving the brush results in the same. I was wondering if I could look at your source code. Iv'e looked through the public source, but I would appreciate it if I could see how you did it. Thanks again.
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Re: Help (movers)

Postby Higor » Thu May 10, 2012 2:06 am

As a matter of fact, all I did was override the MODEL property of the brushes that can't be editable, it's nothing but a non-static mover subclass with the ability to morph into other movers by calling a native function, setting the brush using that instead of a console command was safer and worked all the times.
Back in the absense of static meshes, I was using this as a method of making edifications appear in a RTS mod I never bothered to keep working on.

Code: Select all
void ACacusMover::execSetBrush( FFrame& Stack, RESULT_DECL )
{
   // Init if not already done.
   RegisterNames();

   // Parse the UnrealScript parameters.
   P_GET_OBJECT(UModel, newBrush);
   P_FINISH;         // You must call me when finished parsing all parameters.
   Brush = newBrush;

}


Since movers seem to leave some sort of trash polygons, it would be safer if they are treated just like non-actor Object classes:
- Create a manager actor holding an array of unused movers (can exist or not), we'll call it mover pool.
- When creating new mover, if there is one on the mover pool, use it, else spawn a new one.
- When eliminating a mover, make it teleport to vect(30000,30000,30000) and put it into the mover pool.
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Re: Help (movers)

Postby comoestas » Sun May 13, 2012 4:14 am

Thank you Higor.

However, I have found out that it is "unsafe" for two movers to use the same UModel object(causes many glitches and trash). So for right now, I'm creating a stack of dummy movers far away so I can use their UModel objects. They have a flag bModelUsed to prevent two spawned movers from using the same UModel.
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