map question

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sparliff
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Post by sparliff » Wed Mar 22, 2006 6:28 pm

ok i got a problem.lol.
we tested the map last night and all is good but ferrett said it need an elevator or something to put in the middle.
now heres the prob .
the top level floor is glass and u can walk on it but when i try and make a hole through it the hole appears there but u cant go through it .
i rebuild and it looks exactly like a hole ,there is no shimmer of glass there is no layer to it and i can look through to the bottom fine .
so what do u think the prob is?
i tried add and subtract but the only thing that makes it look like a hole is subtract but again u cant go through it

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Bert
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Post by Bert » Wed Mar 22, 2006 7:10 pm

Can I see a screenshot of that?

It might be the bsp going all weird.

One way of avoiding this is to make sure all bsp brushes are snapped to the grid lines.

sparliff
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Post by sparliff » Thu Mar 23, 2006 2:12 am

well guys i think the map is finally finished .
i got all the textures and the bot paths done so all i got to do is let joey test it .
only took me a week lol.
b3rt as for that hole i gave up on it and put a teleporter there instead and i did it b 4 i saw your post......... sorry.

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Bert
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Post by Bert » Thu Mar 23, 2006 6:40 am

Ok cool.

If you need a mirror to host it on let me know and I'll stick it on my http server for you and link it here.

sparliff
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Post by sparliff » Thu Mar 23, 2006 11:39 am

ok sweet will do .
i already have an idea for a second map so im going to start on that after this has been running a couple days incase there is n e probs with it .

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Bert
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Post by Bert » Thu Mar 23, 2006 2:12 pm

The editor complained about missing data when I loaded it up but I could not find anything being rendered as null however.

Image

Heres the file anyway, I didn't know what name you wanted so I called it DM-Sparliff

http://212.159.9.131/servermaps/DM-Sparliff.zip

Btw I think your floor problem happened because there was a blocking volume around the glass part.

sparliff
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Post by sparliff » Thu Mar 23, 2006 2:33 pm

i was getting that problem but when we tested it it was ok .
i dont know what that is as i looked up the textures and i am not using those 1s so i ignored it as it runs ok.
ty for doing that for me .

sparliff
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Post by sparliff » Sat Mar 25, 2006 2:51 am

ok bert i am having probs trying to get the teleporters to work under water.
i know this can b done as i have seen it so could u shed some light on this prob please?

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Bert
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Post by Bert » Sat Mar 25, 2006 5:58 am

I've never tried to make a teleporter under water but I do know of problems with ai pathing under water, thats one of the reasons why you cant deloy sentinels on water.

Thats why I placed pallets in the water on the last sentinel for ammo and sent deployment, as it works ok if the top of it is just above the waters surface.

How deep under water are you trying to place the teleporter?

Try and avoid mixing scripted game objects with water where possible is it can cause problems like this, some of the invasion monster pack aliens have problems with water as well as some of them have no swim anim & firing data so they get confused which causes a lot of warnings in the log file.

Thats also another way you can track down map bugs btw, open your ut2004.log file after you have been playing it and have a look for log warnings.

sparliff
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Post by sparliff » Sat Mar 25, 2006 12:29 pm

un quite a way under water but the 1s under water u can only go through to get bak up to the top of the map .
is that still going to b a problem?
the only reason im asking is cos i have seen teleporters under water b 4 in other maps .
ill send u this map and let u have a look .

once i get the teleportwes in the map it is finished.

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