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FMC Senior Member


Joined: Oct 07, 2004 Posts: 612 Location: Germany
Status: Offline
Clan: «eS][Clan»
Nick: «eS][FMC»
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Posted: Mon Aug 01, 2005 2:21 pm Post subject: |
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I'm going to make a DM map and I'd like to test some ideas. One thing I need is a couple of movers (about 4 or 6) that don't work if a player or bot stands on one it, they should start moving together when one trigger was shot. I don't know how to do this and UnrealWiki is down
Maybe someone (Ini or Hazel ) can tell me how to this, or edit the sample I attached to this post. There are 2 movers which should work if the trigger in the head of the skeleton was shot. |
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INIQUITOUS Ex. «eS][Clan Member»
![Ex. «eS][Clan Member» Ex. «eS][Clan Member»](/modules/Forums/images/ranks/ex_member.gif)

Joined: May 12, 2005 Posts: 401 Location: Barcelona
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Posted: Mon Aug 01, 2005 2:48 pm Post subject: |
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hey FMC. the problem your having is very simple to fix. Go into the Movver Properties and open up the "Object" tab. and change the "Initial State" to "Trigger Open Timed"
i noticed when u shoot the skull u made it so a little message appears in the bottom corner of the screen in white. wel if you want this or any other message to appear in blue in the centre of the screen like when u complete an objective for example, use a Message Trigger and hav it Triggered by a Trigger . Places to use theses in a deathmatch might be good for when say someone picks up a redeemer! or if some one goes through an imortant teleporter like on my Isis map. (but alas i forgot about them back then). could add a new spice and a twist to a deathmatch map i think---more interactive.  |
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LombudXa «eS][Clan Leader»
![«eS][Clan Leader» «eS][Clan Leader»](/modules/Forums/images/ranks/leader.jpg)

Joined: Jul 07, 2004 Posts: 2583 Location: omnipresent
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Posted: Mon Aug 01, 2005 3:57 pm Post subject: |
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The Enemy Is Invading, OMG, Do Something!
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FMC
Joined: Oct 07, 2004 Posts: 612 Location: Germany
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Clan: «eS][Clan»
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Posted: Mon Aug 01, 2005 7:17 pm Post subject: |
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| INIQUITOUS wrote: | hey FMC. the problem your having is very simple to fix. Go into the Movver Properties and open up the "Object" tab. and change the "Initial State" to "Trigger Open Timed" |
Thx Ini, that's what I need  |
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FMC
Joined: Oct 07, 2004 Posts: 612 Location: Germany
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Posted: Tue Sep 06, 2005 8:10 pm Post subject: |
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I know I should finishing Tarantula but sometimes I test ideas for a funny map. Lom, maybe you can help out: I want to use a script that puts a special effect into the map and I can't put the script into the map file itself as I did it in Anuket.
So I would have a map package with 2 files: the *.ut2 and a *.u file. When you put it to the servers and ppl download the map, will the *.u file be downloaded automatically? |
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INIQUITOUS
Joined: May 12, 2005 Posts: 401 Location: Barcelona
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Posted: Tue Sep 06, 2005 11:44 pm Post subject: |
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yes if its on redirect. but also u can embedd all .u files. the only file type u cant embed in the mylevel package is music files it can be quite tricky embedding system files lik ei had to do with the cutsom spider mines in my ISIS map, if u need help dont hesitate to ask me and i wil look into it again as i cant remember right now, but im hapy to help as long as i can. also hazel knows quite alot, dont hesitate to PM her about any probs either
but yeah it wil work m8, even if it means when people download ur map from say nalicity. they wil just hav to put the .u in the system folder , thats all. abit sloppy some think but theres nothing wrong with it, after all you have to put music files into the music folder.  |
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FMC
Joined: Oct 07, 2004 Posts: 612 Location: Germany
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Posted: Wed Sep 07, 2005 7:31 am Post subject: |
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| In Anuket I embedded the VSOveride actor (it's needed for the turrets) and I know how to do this. But now I try to add this and I get errors because it's not a new actor, it's a new type of volume. |
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LombudXa
Joined: Jul 07, 2004 Posts: 2583 Location: omnipresent
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Posted: Wed Sep 07, 2005 8:18 am Post subject: |
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| Yeah, all files will be downloadable except ogg files as EPIC does not support that (due to possible copyright abuse) if you include scripts, mutators whatever. |
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INIQUITOUS
Joined: May 12, 2005 Posts: 401 Location: Barcelona
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Posted: Wed Sep 07, 2005 1:32 pm Post subject: |
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| i know volumes can be saved in the mylevel aswel, JB-Grudge-v2 has loads. you have to edit the script to an extension of "volume" , look at the other scripts of blocking volume and "mywatervolume" in JB-Grudge-v2. then you can save it in th emylevel and it should work fine. im pretty sure the class has to be extended from something for it to save, but cant say for sure. good luck m8. |
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FMC
Joined: Oct 07, 2004 Posts: 612 Location: Germany
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Posted: Fri Oct 14, 2005 12:56 pm Post subject: |
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I don't want to open a new thread for the following post because I don't know if this project can be finished. Most maps have only one theme like egyptian style, tech style, junk style.... so I thought it would be nice to make a map with different themes. This still unnamed project is about 50% finished and has 3 themes yet.
No I'm not sure about the map's performance. ATM I use about 50 self made textures in it, when the map is finished it will be about 70 self made textures. Now my question: is this amount of textures to large? If so, I won't work longer on this project and split the finished parts to different maps.
Now you may wonder what the hell he's talking about so I give you some screenshots: |
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FMC
Joined: Oct 07, 2004 Posts: 612 Location: Germany
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Posted: Fri Oct 14, 2005 1:02 pm Post subject: |
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| Here some more scrennshots, I cannot post more than 3 attachments in one post. |
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INIQUITOUS
Joined: May 12, 2005 Posts: 401 Location: Barcelona
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Posted: Fri Oct 14, 2005 3:47 pm Post subject: |
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| looks very very good and very very cool. i dont know why the textures would be a problem...unless it made the filesize to like 50mb or 100mb! lol dont forget to compress them, im sure you have tho.. how big is the map now? |
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FMC
Joined: Oct 07, 2004 Posts: 612 Location: Germany
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Posted: Fri Oct 14, 2005 6:36 pm Post subject: |
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| ATM the map has a filesize of 8 MByte, the textures I used in it have an uncompressed size of about 5 MByte. |
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INIQUITOUS
Joined: May 12, 2005 Posts: 401 Location: Barcelona
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Posted: Fri Oct 14, 2005 7:26 pm Post subject: |
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lol thats tiny lol. whats the problem? just remember to put them in mylevel and compress them
lol! im makig a jailbreak map. with a loadingscreen,panorama,screenshots.7 environment maps, custom skybox from hazel, custom textures....lol i thought u was gonna say its 100mb or something.  |
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HazelH Junior Member


Joined: Apr 30, 2005 Posts: 82
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Posted: Fri Oct 14, 2005 7:40 pm Post subject: |
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Sounds like there's nothing to worry about FMC
The custom skybox pack I'm doing is 234 MB of .bmp files, after it's imported and compressed it's a 52 MB .utx file No idea how many custom textures I used on my latest map but it ended up being about 25 MB (was probably the meshes and lighting tho)
Make sure you use the right compression, DXT1 is ok for most textures but here's the wiki article about compression formats in case you need it:
Keep up the good work! I look forward to playing it  |
Signature - Maps :: Tutorials :: Textures |
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