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Post Info TOPIC: Custom Jumppads


Padum Tsh!

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Custom Jumppads
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How do I make 'em ;o ?

I know its with the use of a custom emitter? *End of knowledge on this subject*

- Can somebody guide me through how to make one? Or pinpoint me a good tut on that?
Would be great to have something like that in Animus, Scorn and Orion later.



-- Edited by DarK on Tuesday 18th of December 2012 08:02:15 PM

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Connoisseur of Bourbon!

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You put a normal jumppad in your map then there's an option to hide it ingame. You then simply put whatever you want as your jumppad over the top of it!

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...

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Your best way to learn how to make this kind of effect is to learn how to make particle / emitters. In my resources page you can found some tuts & that is how I've learn how to make them.

Also, playing with the emitters values inside someone else map to see what happen is a good way to learn since the result is instantaneous. You can after that replicate that in your map.

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Feedback-Master ..

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To add what has been said, Nova has a "quiet" stock jump pad, in case you want to have custom "non-jump" sounds.

I watched the tutorials from "Special Edition" of the game, which are now free to download (legally). I have a link on my UT 3 tutorial page as I would guess Steve has one as well.

This is how I learned to at least tweak stock emitters by copying them (use Steve's tutorial) from an Epic emitter and tweak them. Worked well for a few of my maps.



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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Odedge wrote:

To add what has been said, Nova has a "quiet" stock jump pad, in case you want to have custom "non-jump" sounds.

I watched the tutorials from "Special Edition" of the game, which are now free to download (legally). I have a link on my UT 3 tutorial page as I would guess Steve has one as well.

This is how I learned to at least tweak stock emitters by copying them (use Steve's tutorial) from an Epic emitter and tweak them. Worked well for a few of my maps.


 lol....that s how i learned to do this: following ode s tuto to use his custom jumpads who himself followed steves tutos who followed....blahblahblah



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Padum Tsh!

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stevelois wrote:

Your best way to learn how to make this kind of effect is to learn how to make particle / emitters. In my resources page you can found some tuts & that is how I've learn how to make them.

Also, playing with the emitters values inside someone else map to see what happen is a good way to learn since the result is instantaneous. You can after that replicate that in your map.


 Thanks for the info bro, I cant find the tut on your resource page. Im so blind haha.

Could you link me the appropriate tut?



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Padum Tsh!

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Bl!tz wrote:
Odedge wrote:

To add what has been said, Nova has a "quiet" stock jump pad, in case you want to have custom "non-jump" sounds.

I watched the tutorials from "Special Edition" of the game, which are now free to download (legally). I have a link on my UT 3 tutorial page as I would guess Steve has one as well.

This is how I learned to at least tweak stock emitters by copying them (use Steve's tutorial) from an Epic emitter and tweak them. Worked well for a few of my maps.


 lol....that s how i learned to do this: following ode s tuto to use his custom jumpads who himself followed steves tutos who followed....blahblahblah


 Whos blahblahblah? Wasnt that Worlds best mapper? biggrin



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Padum Tsh!

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Thanks all! Will look into this :)

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Amateur UT mapper

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http://download.udk.com/tutorials/using-udk/particles.zip

Ofc one of the best ways is to analyze other custom map emitters, and try your hand re-engineering them. Through a process of decompiling and then recompiling in your map.

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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lol.....blahblahblah is the classical linking between UE users.....no matter who, it s always linked to another community member experience

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Unreal Old Friend

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* As 'per-norm' you can find answer in my custom maps.
- 1 example would be the mirror's edge maps i made & mirror's edge content pack

- As for your own custom jumppad.
[code]
- class DARKJumpPad extends UTJumpPad;

defaultproperties

{

Begin Object  Name=ParticleSystemComponent1

Translation=(X=0.0,Y=0.0,Z=-35.0)

Template=particleSystem'xxx'

bAutoActivate=true

SecondsBeforeInactive=1.0f

End Object

Components.Add(ParticleSystemComponent1)

}

[code]


- your right about the particle system- but it is not the only option you can modify.

The basics for your PS is:
- Template=particleSystem'YOURCOOLNEWPARTICLESYSTEM'
** you can ignore the other stuff- the translation for me is just a way to make  a fast adjustment instead of opening the cascade system


- learn by looking at other examples- e.g. my maps/ m,y content/ + basic existing tut's if you need them.

 - this will do what you want. so enjoy


** edit: additional note:

- i do not have a blahbahblah for mapping :(- i am my own blahblah blah-etc
-- Edited by TKBS on Tuesday 1st of January 2013 02:10:27 AM



-- Edited by TKBS on Tuesday 1st of January 2013 02:11:27 AM



-- Edited by TKBS on Tuesday 1st of January 2013 02:12:55 AM

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Padum Tsh!

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Thanks everybody, I have learned alot from the tuts. Thanks for posting these Archenar.



-- Edited by DarK on Sunday 6th of January 2013 10:50:04 PM

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