This subject perhaps it's for mapping/mappers/Level-Editing/Level-Making.
Due to recommendations generally I went to do some cubing test. It was about a default cube multiplied in sort of tunnels and tunnels multiplied as well. I exported Map as t3d file and I checked/edited assets for having FIXED values.
In a clean space, using both Editor from UnrealGold227 and UT Editor I've done two imports and builds. Both Editors were attempting smooth BSP cuts for these 288 cubes mapped as... an experiment - not for game or spawn into returning something like this:
Even if we have the MOTHER of GRID ALIGNMENT Editor sometimes goes full retarded. One of previous versions of cubes done using DUPLICATE - RESETPIVOT - ACTOR ALIGN, but having MOOOORE cubes actually screwed up vertexes in funky values as 127.989802 and such... It was GOLD...
How I went to this experiment ?
I was pathing an older MH map... Some Nodes weren't that connected and then Bots moving out of a small lake were having problems - later... me too... Actually area subtracted as terrain (vertexes aligned no worries) was doing some invisible barriers which weren't soft in any way. I quit doing something there because... when I fixed that area, new bugs were coming later in some ramp-ed tunnel...
When Editor is unable to handle well simple cubes I'm not expecting a great thing when geometry is more complex and angled. I believe here that after some number of brushes, Editor is automated to do CUTS, even if they might not be needed - see t3d file which I posted. I did not see anything there miss-aligned or... I lost the track and something is indeed out of grid - I want to wrong here.
A GRID align experiment
A GRID align experiment
UncodeX Stuff
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My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
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Re: A GRID align experiment
I've seen this invisible collision in one of my old maps. Very annoying. Bottom line editor is not perfect.
Re: A GRID align experiment
I have to admit that geometry might do funky things... after looking around and figuring some HOMS or whatever transparent wall heading visibility to another zone I realized that those extrusions did not have coplanar surfaces... I'm unable to understand what does it do Editor here, sometimes has right to show teeth like dogs, sometimes it's dumb as it is. After previous test I realized that very perfect aligned things are not always an answer but at least will result a better geometry than in non-coplanar surfaces. In said map I could solve problem because it has other similar brushes and I duplicated one of those... Aside U227 is capable to split such a non-coplanar polygon in triangles and... it will improve build.
Not the last thing for GRID, I tried to align everything at fixed coordonates. UGold if doesn't do a perfect geometry is very good at lightning and it's stable at handling brushes. As for DevPath, perhaps you can have exactly what you want - this node connected Here and NOT connected There - it's full control with those new variables. Of course it's recommended filtering map in UT for getting rid of foreign bytes.
All good... until I was facing another issue, some Bot/MBot old recursive calls to FallingState... I added break sleep timers and I wrapped calls - if already falling don't call again falling state and so on, I wanna see what's next... and then I saw a strange unknown token code called, LOL... that was new to me...
MyLevel note:
For a mixed work UT - U227, if map is aiming UT, any MyLevel things - even if are simple - should NOT BE COMPILED in U227 because it will gain properties unknown by UT and game might crash instantly... happened with some of my jumpy node and I had to rebuild it in UT. Anyway MapGarbage and buttons are very helpful for cleaning, reporting, ect ect.
Not the last thing for GRID, I tried to align everything at fixed coordonates. UGold if doesn't do a perfect geometry is very good at lightning and it's stable at handling brushes. As for DevPath, perhaps you can have exactly what you want - this node connected Here and NOT connected There - it's full control with those new variables. Of course it's recommended filtering map in UT for getting rid of foreign bytes.
All good... until I was facing another issue, some Bot/MBot old recursive calls to FallingState... I added break sleep timers and I wrapped calls - if already falling don't call again falling state and so on, I wanna see what's next... and then I saw a strange unknown token code called, LOL... that was new to me...
MyLevel note:
For a mixed work UT - U227, if map is aiming UT, any MyLevel things - even if are simple - should NOT BE COMPILED in U227 because it will gain properties unknown by UT and game might crash instantly... happened with some of my jumpy node and I had to rebuild it in UT. Anyway MapGarbage and buttons are very helpful for cleaning, reporting, ect ect.
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -