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  • few questions

    1) how do i increase a watcher's "looking area" ...i need there heads to turn a little bit more to both sides.
    2) for some reason in this map my ambient lighting appears red...i believe before it was red it was blue. how do i fix it so it looks normal?
    3) a few doors are being lame and when i open them the region in which i can open and close them is very big and they block parts of the room and break stuff likes lamps...what causes this so i won't be forced to remake movers in the future?
    Last edited by DarkProject; 10 Jun 2004, 08:40 PM.
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  • #2
    ah think i found answer to #1- swing angle...right?
    http://profiles.myspace.com/users/7360475
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    • #3
      another question: what is the best way to make a huge light source that is like a moon...i need it to light all the way throughout the whole map, casting shadows where there are walls and buildings and so forth.
      http://profiles.myspace.com/users/7360475
      -=:ToB:=- / :]eDe[: Site: www.endarkend.net
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      • #4
        i increased the swing angle or whatever but it doesn't look likeit did much...so am i missing something or do i just need to increase it a lot more?
        and how about that ambient lighting problem i got?
        http://profiles.myspace.com/users/7360475
        -=:ToB:=- / :]eDe[: Site: www.endarkend.net
        -=:ToB:=-Forums: www.endarkend.net/phpbb/
        -=:ToB:=-PayingSins (TUT MAP)- http://www.endarkend.net/downloads/m...oB_Payback.zip

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        • #5
          1.) Cant tell anything about watchers, never used them

          2.)As for the ambient lightning, if ya got no other lights and its like this over the whole map look at the light properties in your ZoneInfo Actors.

          3.)I dont quite understand this question =o. You placed doors so that they have free space to open and close and dont block access to parts of rooms when theyre open, right?
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          • #6
            1) Never really tried. Perhaps the rotation under its movement properties? I believe they rotate like any other rotating object in UED. Check here:
            http://wiki.beyondunreal.com/wiki/Actor_(UT)/Movement

            Would try iy out, but UED is giving me headaches at the moment

            2) Expanding on the above, under Level Properties->Zonelight (or under the specific Zoneinfo actor) you will find the settings for Amibient brightness, saturation, and hue. Unreal Wikki has some good setting information here:
            http://wiki.beyondunreal.com/wiki/Colors

            3) Like Schleicher, not sure what you mean. Sounds like you fixed it, but want to know how to prevent it? Also was the problem one of the following:
            A) Door opened, but broke things it did not touch?
            B) Had a wierd pivot axis?
            c) Things the door touched broke?


            4) Moonlight filling the level:
            I assume adding a light source to the skybox or something does not work (never really tried myself)? Do not know if this will work, and might take a good bit of tweaking. The idea is to create the illusion of a single light source with miltiple spot lights.

            -> Create your virtual light source for effect , and Give it a little bit of glow or something for effect (ie a moon in the skybox with a halo around it). This will not actually light the level, but would seem to be the source of the light.
            -> Use ambient light to set the basic mood of the level
            -> Setup spot lights in the level such that the areas you want shadows have such. Make sure the light vector points toward the "source". Distance, quantity, brightness, color, etc are values you will need to fool with.
            -> If you want to have clouds move and cover the light source, I see three options:
            a) have a cloud layer below the lights (would either work great, or not at all I suppose)
            b) Have the lights pulse to about the right tempo. If peoplae are paying attention, they will evetually realize things are not quite in sync though.
            c) Use a mover to trigger the lights on/off
            c1) Create a zone outside the level (or at least out of sight).
            c2) Add a mover (or two, or three...) to represent the cloud(s) passing in front of your light source.
            c3) Set the mover(s) to be move in a circle.Have it/them move at the same rate as your clouds (timing might be tricky)
            c3) Add a trigger or two to represent your virtual light source. The movers entering the trigger zone cause the actual lights to fade off/on, simulating clouds in front of virtual source.

            To me this sounds like a lot of work, and may be tricky to get timing and feel down even if it does do what it is supposed to. If it does work, would be a nice effect. Only thing I could think of.
            Give some taffer fire, and you'll keep him warm for the night with one less reason to cause trouble for the master.
            Set a taffer on fire, and he will be warm for the rest of his life, and have no need to bother the master.

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            • #7
              Woopsie, overlooked the light question ^^

              Ya, Thebos pretty much covered it. Place spotlights near the structures you want to cast shadows, make sure bdirectional=True under light properties (somewhere there) and let the red arrow at the light actors point in the direction where you want the shadow being casted at (which should be the same for all spotlight actors if ya want to create the illusion of a single light source). Btw the overall ambient brightness of the map should be around equal (albeit darker) to the spotlights brightness, else the spotlights will be too obvious.

              Btw Thebos, the Cloud-thingie sounds like royal pain in the ass to do
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              • #8
                ya..no clouds for me
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                -=:ToB:=-Forums: www.endarkend.net/phpbb/
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                • #9
                  Is it really that hard? I mean. yea, BSP removal and pathnoding on a complex, yet tigh map might be far easier, but aside from that, what could be simpler?
                  Give some taffer fire, and you'll keep him warm for the night with one less reason to cause trouble for the master.
                  Set a taffer on fire, and he will be warm for the rest of his life, and have no need to bother the master.

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                  • #10
                    Hm ya maybe not....but im sure it would somewhat cost performance.
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