Okay, let's break a bit the silence in order to chat a bit about some... sorta mapping and "map conversion". Getting feed for the thread from UT99.org and speaking about whatever (fake) map named Thra_Fortress having as main issue a zone pushing player (on whatever X axis).
The beginning of examination was... entertaining...
- Thr_For.PNG (79.78 KiB) Viewed 10439 times
When a map has such a ScreenShot it's probably "awesome" in next moments...
After doing a quick view around what I was describing before I can see some... stuff...
- Th_For_Leaked.PNG (145.41 KiB) Viewed 10439 times
This is proving that some moving zone has a leak into void and another zone has another leak into void both of them being ONE ZONE.
The problem might be useless to solve by splitting these zones properly and fixing stupidly messed up cubes (yeah, not complex brushes, but amazingly... cubes miss-aligned).
Why might be useless ? Because map will get turned into other crapped thing. Let's see stats:
- Ring_Out.PNG (11.33 KiB) Viewed 10439 times
In Unreal's maths we are counting from 0 to whatever. In this case we have 0...63 zones = a total number of 64 zones - MAXIMUM possible for not turning map into an UNI-ZONED Level - Leaked.
If we want 2 more zones (for fixing issue) we are reaching over boundaries making a mess. Map is in that stage because geometry is badly messed up creating USELESS zones where no pawn can ever reach proving that mapper and/or whoever converted it doesn't care about Editor's silent stories - ignorance at extremes. What's wrong with you, people ? Are you blind or deaf or just wierd ?
ZoneNumber 1 having that modified gravity is limited by a sort of Cube-Portal. Let's see some... vertexes - snippets down there:
- ...
Vertex +04463.999512,-00064.000000,-00032.000000
Vertex +04463.999512,-00064.000000,+00032.000000
Vertex -00256.000000,-00064.000023,+00032.000000
Vertex -00256.000000,-00064.000023,-00032.000000
...
Vertex -00256.000000,-00064.000023,-00032.000000
Vertex -00256.000000,-00064.000023,+00032.000000
Vertex -00256.000000,+00063.999977,+00032.000000
Vertex -00256.000000,+00063.999977,-00032.000000
...
Vertex -00256.000000,+00063.999977,-00032.000000
Vertex -00256.000000,+00063.999977,+00032.000000
Vertex +04463.999512,+00064.000000,+00032.000000
Vertex +04463.999512,+00064.000000,-00032.000000
...
I don't have any clue if in this brush exist a polygon which is not crapped up. That 64 has... many values proving that we cannot even use the term polygon for what is there... I'm not gonna ask what is that 04463,999512 and not 04464,000000. And now draw your conclusions about these "maps". Grid alignment here is a myth, Screenshot is screwed up, settings here and there have no logic, we have here a real forum spam if we want to debate this junk.
I was almost to forget, map uses (some of) those textures from ChicoRuinsPack.utx which I like to call "Chico_Ruined_Packages" given the number of versions and structures used for the same named textures and making a dumb packages soup - have fun, MH admins.