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MH-SkaarjBase

Posted: Sun Apr 10, 2022 1:27 am
by Buggie
Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... 7135b.html
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MH-SkaarjBaseV2.7z
(760.96 KiB) Downloaded 12 times

Re: MH-SkaarjBase

Posted: Sun Apr 10, 2022 1:27 am
by Buggie
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Re: MH-SkaarjBase

Posted: Sun Apr 10, 2022 4:43 am
by EvilGrins
You know, if you like converting AS to MH as much as you seem, there's a larger Skaarj map you might try.

Have to look it up, got a lot of AS but I don't play it as much as I used to.

Re: MH-SkaarjBase

Posted: Sun May 01, 2022 12:26 am
by Buggie
v1

- fix position of one very important (c) evil gasbag

Updated at first post: viewtopic.php?f=5&t=15152

Re: MH-SkaarjBase

Posted: Tue May 10, 2022 9:40 pm
by Barbie
That door (mover) looks really puzzled.

Automatically merged

A lot of doors (movers) look messy.

Re: MH-SkaarjBase

Posted: Tue May 10, 2022 11:14 pm
by Buggie
Yes. Because I transform permanently all movers. If not do that, transformed movers not solid and not match collision shape with visible shape.
So You can walk from it (in AS map :lol: )
So I transform and correct align in editor. In editor it is fine. But in game no.
https://github.com/OldUnreal/UnrealTour ... issues/784
Sorry. I not able blindly edit align with 100 times reload to game for see how it is really look like.
So it be as now until editor not allow normally fix it. :/

This count all movers for all maps.

On some new maps I even left bad transformed movers if this not affect gameplay, for not mess with align.

Re: MH-SkaarjBase

Posted: Tue Dec 19, 2023 8:07 pm
by Buggie
v2

- fix movers.
- fix bugs

Updated at first post: viewtopic.php?f=5&t=15152