DB-RotatorCube
Moderators: Jay2k1, DavidM, The_One
- UnrealKrake
- Posts: 113
- Joined: 11-07-2003 18:49
- Contact:
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- Junior Member
- Posts: 5
- Joined: 20-07-2003 04:52
- Contact:
- UnrealKrake
- Posts: 113
- Joined: 11-07-2003 18:49
- Contact:
UPDTATE: Good News = BadNews:
Getting the Rotatorcube rotating
It doesn't work cause after adding the rotating parts, i have the static mesh mirror bug maybe i can fix it
i know the level looks ugly atm, but i try to reduce the bugs first, then comes the sexyness
@Surge: I tried map with the possibility to shoot from one goal to the other, and it does some crazy scoring moves BTW, if you don't want that ennemy keeper can score, just activate "Longshots off" then you can't score from the other side.
@DiabloDan2001
Think you won't be able to pass from one section to another. The UT2003 engine is too limited for that. With the pass lock problem, there are the radar and the camera problems linked. This are the same problems don't know if i will get rid of.
Anyone knows if i can teleport a camera (track) ?? Or let it go through warpzones ???
Getting the Rotatorcube rotating
It doesn't work cause after adding the rotating parts, i have the static mesh mirror bug maybe i can fix it
i know the level looks ugly atm, but i try to reduce the bugs first, then comes the sexyness
@Surge: I tried map with the possibility to shoot from one goal to the other, and it does some crazy scoring moves BTW, if you don't want that ennemy keeper can score, just activate "Longshots off" then you can't score from the other side.
@DiabloDan2001
Think you won't be able to pass from one section to another. The UT2003 engine is too limited for that. With the pass lock problem, there are the radar and the camera problems linked. This are the same problems don't know if i will get rid of.
Anyone knows if i can teleport a camera (track) ?? Or let it go through warpzones ???
Last edited by UnrealKrake on 20-07-2003 11:52, edited 1 time in total.
- UnrealKrake
- Posts: 113
- Joined: 11-07-2003 18:49
- Contact:
Status report
Status report :
- Didn't get rid of the static mesh clipping bug, so i rearrange some parts in the map now it works and cube rotates again
- A telescreen is added BUT, it is bugged cause the cam goes through walls (some flickering effects can't be reduced )
- Begin of structuring the map a bit.
So far my status report
UPDATE(D) Shot(s):
Begin of rearrangment of some parts in the map
Front view to the two goals
Part of the DB Live TV and the "Goal Spot Light"
more to follow ...
P.S. DB-SoccerV1 (the tablefootballmap) is released in its first version. Be sure to grab it
- Didn't get rid of the static mesh clipping bug, so i rearrange some parts in the map now it works and cube rotates again
- A telescreen is added BUT, it is bugged cause the cam goes through walls (some flickering effects can't be reduced )
- Begin of structuring the map a bit.
So far my status report
UPDATE(D) Shot(s):
Begin of rearrangment of some parts in the map
Front view to the two goals
Part of the DB Live TV and the "Goal Spot Light"
more to follow ...
P.S. DB-SoccerV1 (the tablefootballmap) is released in its first version. Be sure to grab it
UnrealKrake wrote: UPDTATE:
Think you won't be able to pass from one section to another. The UT2003 engine is too limited for that. With the pass lock problem, there are the radar and the camera problems linked. This are the same problems don't know if i will get rid of.
Anyone knows if i can teleport a camera (track) ?? Or let it go through warpzones ???
Um.. no you really can't. I really didn't design the cameras with warpzones in mind. However, tonight, I will update the code to allow cams to at least pass through warpzones. However, the following problems still exist:
1) The closest spot calculation will be inaccurate. The closest spot will always be determined to be some location in the warp "section" that the ball is in, regardless of whether this actually IS the closest spot visually.
2) Let CamTrack1 and CamTrack2 to cam tracks in differernt warpzones. CamTrack2's location - CamTrack1's location must be a vector pointing approximately (max error can be 30 deg or so) in the direction the camera must move in the VISUAL world to get tfrom CamTrack1 to CamTrack2.
In other words:
| = warpzoneportal
C1 |
| C2
is valid.
However,
C1 |
C2 |
will not work. The camera will try to move left from C1 (note the location difference), but it really needs to move to the right.
3) Since the camera just looks at the ball's location (not the location seen through the portal), it will probably not view the ball correctly.
4) As for radars.. same thing. The world location is all that is looked it, not the location viewed through warpzones. Thus player positions will probably be shown inaccurately.
Cool idea for a map though
- UnrealKrake
- Posts: 113
- Joined: 11-07-2003 18:49
- Contact:
Just to make sure that you don't think i don't do anything But i have a lack of time atm (summertime )
Status report:
- fixed some clipping issues
- added some lights
- retextured the borders so that you don't see the "warpzone areas"
UPDATE(D) Shot(s):
Sideview of the new cube
Goal Spot added
"Front view" of the cube
So far ... more to follow soon.
Status report:
- fixed some clipping issues
- added some lights
- retextured the borders so that you don't see the "warpzone areas"
UPDATE(D) Shot(s):
Sideview of the new cube
Goal Spot added
"Front view" of the cube
So far ... more to follow soon.
- MeSSiaH{FCU}
- Posts: 657
- Joined: 28-03-2003 20:44
- Contact:
Interesting. I will be giving this map a try when your release a beta. Nice job.
My opinion: I'm not a fan of the colors of the floor. I think a darker red (more monroon) and darker blue would look better. I also think the middle support structure could use a better metal texture. Just my opinion from the screenshots. Can't wait to give it a shot.
My opinion: I'm not a fan of the colors of the floor. I think a darker red (more monroon) and darker blue would look better. I also think the middle support structure could use a better metal texture. Just my opinion from the screenshots. Can't wait to give it a shot.