Builders helpers for UT Editor
Posted: Sat Sep 19, 2020 10:18 am
Perhaps it's needed a place having content and links to whatever builders done by community more or less useful during any sort of mapping process (creating or editing).
I'll drop as first toy which I've done and updated more times...
MapGarbage - April 2023 Several previous versions are below. All builder capabilities are described in document coming with archive and samples are shown in Pathing topics.
TexCalculus In a long name Pillar's Texture Align Calculator. Builder won't do anything in map, it's only a tool for calculating U alignment of a texture for faces from a pillar in order to look linked and not broken in pieces. At UT99.org is described a tutorial for this task where user need to calculate data and to measure a face length which to me it looks time consuming. Builder does the calculation under an eye blink without measures. I build pillar - I already have CyclinderRadius and number of Faces (Sides) used. So I'm copy-pasting this input data, Texture size used and tiles (number of how many textures looks linked around pillar 1 or 2 or whatever) and the rest is automated. Archive has a Low FPS and Low res FLV movie showing as sample initial post from here
https://ut99.org/viewtopic.php?f=68&t=13920#p119620
- texture and pillar's texture scaling.
XC_PathsWorker_April_2023 - audience: people understanding those lines drawn between navigation points by Editor.
In a long name Paths Worker tool based on XC_Engine compiled and recommended v24 and above. Requires XC_Engine because UT has no support open at UScript for User regarding to a Paths Handling task.
Latest version is dated April 2023: Several previous versions are below... What it does:
- creating a Path/ReachSpec;
- modifying a Path/ReachSpec;
- Paths Re-Locator after editing a Path for referencing it properly in nodes arrays;
- defining paths in map depending on current Nodes having extra-options and denial of null combos;
- complete report of paths;
- paths enlargement (Coop, MH, etc) for Big Monsters too;
- deleting a Path is not implemented - Path can be excepted from being added - because XC_Engine IS NOT DELETING a path it leaves reachspec nullified in map;
- defragmenting Paths - re-attaching paths into Navigation Chain based on their structure, junks are not in account - some corruptions can be fixed here;
- re-indexing and re-attaching paths - null paths are left as last in ReachSpecs Array;
- version from September 2022 is coming with an option for deleting NULL useless paths in some dodgy formula but operational;
- perhaps more doable based on user creativity - this is a start and mainly a sort of BETA and I'll do potential corrections according to any ugly situation.
Whatever unexpected nasty bug can be reported in this thread.
PathsChecker_October_2022 - audience: mappers creating maps for all types of players (off-line and on-line) making maps with Bot Support. Reuploaded because of something bugged.
Quick description:
- probing logic routes for A.I. Pawns starting from each PlayerStart actor and heading to all sort of goals (Inventories, FlagBases, etc.);
- reporting successful routes and goals without routing options;
- experimental stuff for whoever needs that;
- version from September is coming with a "CleanUp" delegated to remove all data left behind routing process. Map goes clean after doing these checks;
- version from October has added an optional sub-option for testing all points if are logically navigable from all other points - perhaps not always really navigable in game, and not in special maps with one-way paths done more or less on purpose.
Not for UT Editor and not very recommended for adjusting UT maps - lol
PathsLinker
Removed for two reasons:
#1 - certain fixes done for UT maps here might go flawed causing some pain for UT player - debris properties, textures mips altered, etc;
#2 - I cannot say that Builder works properly in version 227j since I cannot install it here for testing(/updating if needed).
Future adds and updates for this stage are canceled for the moment.
Thank you !
I'll drop as first toy which I've done and updated more times...
MapGarbage - April 2023 Several previous versions are below. All builder capabilities are described in document coming with archive and samples are shown in Pathing topics.
TexCalculus In a long name Pillar's Texture Align Calculator. Builder won't do anything in map, it's only a tool for calculating U alignment of a texture for faces from a pillar in order to look linked and not broken in pieces. At UT99.org is described a tutorial for this task where user need to calculate data and to measure a face length which to me it looks time consuming. Builder does the calculation under an eye blink without measures. I build pillar - I already have CyclinderRadius and number of Faces (Sides) used. So I'm copy-pasting this input data, Texture size used and tiles (number of how many textures looks linked around pillar 1 or 2 or whatever) and the rest is automated. Archive has a Low FPS and Low res FLV movie showing as sample initial post from here
https://ut99.org/viewtopic.php?f=68&t=13920#p119620
- texture and pillar's texture scaling.
XC_PathsWorker_April_2023 - audience: people understanding those lines drawn between navigation points by Editor.
In a long name Paths Worker tool based on XC_Engine compiled and recommended v24 and above. Requires XC_Engine because UT has no support open at UScript for User regarding to a Paths Handling task.
Latest version is dated April 2023: Several previous versions are below... What it does:
- creating a Path/ReachSpec;
- modifying a Path/ReachSpec;
- Paths Re-Locator after editing a Path for referencing it properly in nodes arrays;
- defining paths in map depending on current Nodes having extra-options and denial of null combos;
- complete report of paths;
- paths enlargement (Coop, MH, etc) for Big Monsters too;
- deleting a Path is not implemented - Path can be excepted from being added - because XC_Engine IS NOT DELETING a path it leaves reachspec nullified in map;
- defragmenting Paths - re-attaching paths into Navigation Chain based on their structure, junks are not in account - some corruptions can be fixed here;
- re-indexing and re-attaching paths - null paths are left as last in ReachSpecs Array;
- version from September 2022 is coming with an option for deleting NULL useless paths in some dodgy formula but operational;
- perhaps more doable based on user creativity - this is a start and mainly a sort of BETA and I'll do potential corrections according to any ugly situation.
Whatever unexpected nasty bug can be reported in this thread.
PathsChecker_October_2022 - audience: mappers creating maps for all types of players (off-line and on-line) making maps with Bot Support. Reuploaded because of something bugged.
Quick description:
- probing logic routes for A.I. Pawns starting from each PlayerStart actor and heading to all sort of goals (Inventories, FlagBases, etc.);
- reporting successful routes and goals without routing options;
- experimental stuff for whoever needs that;
- version from September is coming with a "CleanUp" delegated to remove all data left behind routing process. Map goes clean after doing these checks;
- version from October has added an optional sub-option for testing all points if are logically navigable from all other points - perhaps not always really navigable in game, and not in special maps with one-way paths done more or less on purpose.
Not for UT Editor and not very recommended for adjusting UT maps - lol
PathsLinker
Removed for two reasons:
#1 - certain fixes done for UT maps here might go flawed causing some pain for UT player - debris properties, textures mips altered, etc;
#2 - I cannot say that Builder works properly in version 227j since I cannot install it here for testing(/updating if needed).
Future adds and updates for this stage are canceled for the moment.
Thank you !