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Posted: Wed Oct 17, 2007 1:40 pm
by }TCP{Marcin.B.BlackT32
OK, but I'd love to just see it in UT2k4.
Posted: Wed Oct 17, 2007 4:45 pm
by }TCP{Cloud
Don't know of Dm-Elsinore is converted yet, i like that 1 myself the best next to Deck16.

Posted: Wed Oct 17, 2007 5:21 pm
by }TCP{Snowbird
}TCP{Tranquility wrote:}TCP{DAFrank wrote:It is looking nice. I am not sure which map it is, because I have been out of unreal for so long now.
OMG!!! I just looked at the last pic, and it hit me like a flak in the face. Yes Nice map. Almost like Observatory.
I would say that the portal/warpzone may be a size thing? I am not sure, and would like to examine it myself. PLEASE!!!!

sure frank please do having some troubles
in the U1 version only was one sheet maybe they don't even have to be there for one corner im for sure .. hope u can fix that
I am relying on my memory, and for old folks like me, it is hard, but here I go.
I looked at it this morning, (always half dead in the morning) and saw that the sheet was only one sided on the one side. I flipped it, and it now shows the correct side. The warp goes which way, again? I am not sure if it went from one side to the other?!? or somewhere else. Anyways, you are missing the teleporters. I think I am beginning to remember, now that I am tihnking of the game. I think it showed the "out" side of the teleporter. There is a way to do this, but at the moment, I can not think of what it is. I am going to look in my archives (sometimes called THE BRAIN) and see if I can "whoop" someting up.
Posted: Wed Oct 17, 2007 6:34 pm
by }TCP{Tranquility
ty Frank,
send it to me when ure finished
or u can do a bit scaling thou it's big in unreal too!
there are no teleports needed it has warpzones like to see ure version of it
go ahead and inprove anything u can
the statue's needs to be exported from unreal don't know yet how to do that and it misses the foggy floor and maybe more

Posted: Wed Oct 17, 2007 9:08 pm
by Kobra
i can try to make UT2k4 players in the same position like the statues in U1 for you but that will take some time and im not sure if i can get the program Milkshape couse my 30 days trial are over x_x
and the fog will be also hard couse if you use emitters then it can couse pretty hard FPS drops ^^
i still dont know the way you convert maps tranq.
how you made the whole map to one brush? :O
that makes it impossible for me to rescale it for you.. my editor just crashes when i select the map brush and try to scale with the brush scaling tool...
Posted: Thu Oct 18, 2007 7:53 pm
by }TCP{Tranquility
try to export the statues from U1 or ... milkshape
the export thing is just clean up the map in U1 remove all of it,
even sheets! lights, bothpath, blocking volumes etc
sheet's can couse homs
intersect the map export the cleaned up brus and then inport it in UT as a brush
i think lots of memory is needed i get crahes too when i want to
mirror the brush
i had 2 gb at that time now i have 3
another handy thing is before inporting the map
and want to use original textures export them to mylevel they will be set to the brush correctly, found that recently
i think that's it ow yea here every map comes out different scalle or even mirrored :s
Posted: Thu Oct 18, 2007 10:09 pm
by Kobra
ah, its almost like i do it...
i just select the all brushes without botpaths, lights ect. and transform the selected brushes, then i copy em and past them into
world origin in 2k4 editor.
then i rescale them with the tool and not in the rescaling options where you just type the scale number.
so you gonna export the statues from U1? if you know how then pls tell me couse i would like to know that ^^
Posted: Fri Oct 19, 2007 3:34 am
by }TCP{Snowbird
I had to work late last night, and did not get a chance to do anything yet. Tonight I should be home and will get cracking on it. I copied a map once, and I did it Tranqs way. I clicked on an object, right clicked, and selected all actors. Pushed Delete, and then made intersected. Copy all and it worked. But I did the mistake of not getting the textures imported first. Good tip.

Posted: Fri Oct 19, 2007 4:06 pm
by }TCP{Tranquility
@Kobra: i dont have any idea how to export the statues, it are actor classes
or something .. UT2 statues would also be nice hinthint
hope noone has allready started it, (zz) i try to rebuild coldruins here funny things happen when i import the brush it mirrors itself and the map is upside down the mirror thing S*** becouse my editor crahes when i want to mirror it correctly .. need memory lots of it
@Frank: do the warp zones act as they supose to?
i have another map with a warpzone can't get it right :s non import map
Posted: Fri Oct 19, 2007 4:24 pm
by Kobra
i have to admit that i was not aware of that you can use Portal teleports for 2k4 :0
you can build pretty funny maps with that kind of teleporters

Posted: Fri Oct 19, 2007 8:47 pm
by }TCP{Snowbird
Just use the teleporters in the "info" actor class. That does the job. You just have to add your own effects as yo like them. In this case, it would be a sheet that "sees" the other side. There was a tut once, that used 6 stright corridors, and a sheet with an input that showed the "other side". It looked as if you were running through a straight corridor that never stopped. But if you changed the textures, you would see the difference. I am sorry, but right now I have no time to look or experiment. If you want to wait untill tomorrow, I want to get to it.

Posted: Sat Oct 20, 2007 3:13 pm
by }TCP{Tranquility