hey mates here s a link to the last "night" version of the map; still some job to do on the botpathing on some collisions with rocks; and some visuals to add or polish on rocks "too stretched parts".... ...but my main problem is the water at the bottom of the map; all is fine with the top part of the river and the "swimming pool" in the lighthouse but with the river at the bottom i get stuck on the watersurface and i cant figure why......any ideas? thx in advance; here a cooked version ; if it s not enough i ll post a link to the "huge" uncooked file :p
I check the map & the problem see to be one of the brush (pp effect). I delete all of them at the bottom of the "river" & after that no problem at all.
You have 2 water plane (feuille) on top of each other ? Even after I delete them, they where not the cause of the problem.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I don't know exactly what is the cause of the prob but at least you know it's a geometry thing at the bottom. It's just that I didn't have the time to delete them one by one & do a "rebuild all" to be sure.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
An epic creation. I've played this quite a bit recently. Very good looking map. I did mention the problem with the bots not seeing the portal at the bottom of the well in the sea tower elsewhere. Bots and water, make I larf :) I did find a couple of other small glitches but i cant find the bit of paper i wrote them on. Get back to you on that.
thx for comments & for taking time to try it Tipper, ur "bit of paper" will be usefull; i m gonna finish it soon :)
....in fact i had finish it since ages but i m stuck on ma fraqn principles!:
{BFG}Zedmaster did a custom music for demeter but another m8 from epics did another music for this map too....so to make justice to zedmasters work and to not just put it out of the map i decided to build a map for that music....Hirax.....was a small map at start.....rofl^^
btw: i forgot to remove the mesh u pointed to me on hirax satellite( the one that havent collision);will do it in next beta....my head s so full :p
Haven't tried the night version yet but from the sounds of it the bots are having issues in the water. If this is the case try 'volume path nodes' in the water to direct the bots. If this is not correct someone let me know.
héhé thx for infos mates...i ll perhaps need help.....probably ;)
@dies: i have so many tips to ask to u :
...on vegetation: how to make that wind effect; how to make the foliage fallen on the floor....
and on so many other things: how to animate a flag and co....
i m really impressed by ur control on all thoses things , it gives to yer maps a deep athmosphere and a realistic look(i dont talk bout the wave in yer last one!....amazing!)
but about demeter.....srry i havent try it for now i m stuck on hirax and i wait the first "boring wave " to jump on another one ...haha...familly was in hols so i have put all the old ut soundtracks in loop here to get inspiration...that mapping thing is totally crazy and so immersive; i m sure u know what i m talking about... haha^^
wife n children are back today...end of loop..lol
-- Edited by Bl!tz on Monday 2nd of November 2009 03:59:01 PM
Love the night version! I prefer this over the day version. The glow of the setting sun against the the giant statue and edge of the cliff face looks bloody superb!! The orange lighting used in some areas is a really nice contrast against the darker blue lighting used on the map! Very nice work on ya lighting M8! I'm glad you've gone for a night theme on this map!
This map has a unique feel to me in that there's so many different areas to explore which you've pulled off quite nicely. A few mappers try this with larger maps but quite often just don't quite get it right, leaving the map feel disjointed. One minute I'm fighting across the canyon floor then the next I'm battling on stone supports in the crevice below, then I'm up on the cliff face next to the waterfall then into the tower....good stuff!! I'll be nagging Korpsey to give this map a burl sometime with me online soon!
Now onto the bad part.. I had major issues moving in the water in the bottom of the canyon. I kept getting stuck for no reason then eventually would be able to move again. It was quite annoying to the point that I avoided falling into the water at all costs.
I might look at the map in the editor to see what's happening in that area and will give you some ideas to help if ya want.
---- Regarding ya queries to Diesalot above; The falling leaves is an emitter and is in the envy_level_effects (1 or 2) package I believe. If you want leaves on the ground there's a material of grass with leaves on it that you could add as an extra layer to your terrain. I know about this material as I use it all the time.
Only some tree meshes move as well from what I've seen.
for the water problem it s why i left the map lol it annoy me to the highest point; steve tryed it and told me it s a problem with the PP volumes ; i ll have to fix that soon and of course if u want to open it in the editor it ll help me a lot ;)
and thx for thoses v usefull infos on foliages anims :)
thx bro; i forgot to tell that i have use the same method for all the 3 water volumes :the one in the lighthouse; the one in the main arean and the one at the bottom; i used the tuto u wrote & sended to me sometimes ago and as u see it have work fine for the two other volumes ; i have probably miss a setting or like that somewhere...
ahh could be collision sticking out more than the mesh on ya rocks then. There's a way to make collision more precise on meshes. I think it's an option in the mesh's properties. I reckon Steve knows how to do it.
-- Edited by Lord_PorkSword on Tuesday 3rd of November 2009 01:43:48 AM
yeah and about the prob itself steve told me that after removing the pp volume all was fine so i ll have to recheck the pp volumes properties as "i was sure*" i have use same settings for the two other water/pp volumes....odd...
about the water stuff, I didn't check the collisions when i delete the ppvolume & i didn't get caught after so if it was collision while i removed the ppvolume i would continue to be stuck.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Bl!tz - To fix the sticking issue in the water at the bottom of the chasm, change the CollisionType of the water volume to "COLLIDE_TouchAll" (the default setting). Then rebuild the map and the water will work perfectly!
Lord_PorkSword wrote: ---- Regarding ya queries to Diesalot above; The falling leaves is an emitter and is in the envy_level_effects (1 or 2) package I believe. If you want leaves on the ground there's a material of grass with leaves on it that you could add as an extra layer to your terrain. I know about this material as I use it all the time.
Only some tree meshes move as well from what I've seen.
I actually had to make the material for my moving trees, feel free to copy/ paste it into yours Blitz mate. It wasnt that hard, i basically set it up like the grass from UN_Foliage and adjusted it to fit.