Warning for UEd2 users.

The best and quickest support by a group of top-notch editing specialists, guaranteed!

Moderator: Forum Guards

Warning for UEd2 users.

Postby MainMan » Tue Jan 09, 07 8:41 pm

I have just posted this on DXEditing forums, so I thought that I should share it with other communities too.

Just a word of caution to mappers: it seems that the hacked UEd2 for DX cannot handle very large maps very well. It has problems with the zoning of them, I think this is because the maps it creates are a slightly different version.

What I mean by zoning problems is this: it can set variables randomly for zones; e.g. sometimes the zone will have a zonevelocity pushing you to one side, sometimes it randomly becomes a waterzone, sometimes it has no friction, sometimes the zone portals do not register (e.g. sometimes in my map the 'safe zones' spill over into where the killing zones should be), although all this is fine from the editor, because the UEd2 is designed to handle the new map version.

Deus Ex however, is NOT backwards compatible with the maps UEd2 rebuilds, so there WILL be problems on large maps. Also another problem is that you have a sort of 'moving BSP hole' that moves with you anywhere you go - it does not render stuff that is above a certain point on your screen.

But, don't worry - this shouldn't concern most mappers. I only started noticing this problem recently, so it only affects very large maps (i.e. my map is 20MB+ and has 65+ zones)
<center>ty m7
</center>
User avatar
MainMan
<i>Tru' Playa' Fer Defs</i>
 
Posts: 4655
Joined: Sun Jun 05, 05 7:38 am
Location: London, UK

Postby Dae » Tue Jan 09, 07 8:55 pm

Ded told me a lot about nasty things SDK does to big maps as well, so it's not only UED2. The walk around is to build geometry in UnrealEd3 and then, when the map is ready, place actors in SDK. That isn't a solution, but will save some time at least.
User avatar
Dae
Alpha
 
Posts: 12086
Joined: Sat Sep 06, 03 4:40 pm

Postby MainMan » Tue Jan 09, 07 8:59 pm

Really? I just rebuilt it in UEd1 and it worked perfectly.
<center>ty m7
</center>
User avatar
MainMan
<i>Tru' Playa' Fer Defs</i>
 
Posts: 4655
Joined: Sun Jun 05, 05 7:38 am
Location: London, UK

Postby MainMan » Thu Jan 11, 07 11:52 am

I just found out the reason why this happens (thanks to DDL on dxediting.com forums).

The maximum number of zones is 63, and my map had 70+.
<center>ty m7
</center>
User avatar
MainMan
<i>Tru' Playa' Fer Defs</i>
 
Posts: 4655
Joined: Sun Jun 05, 05 7:38 am
Location: London, UK

Postby Dae » Thu Jan 11, 07 11:55 am

Heh, I read about it a couple of years ago on BU wiki. There is also a polycount and node limit =/
User avatar
Dae
Alpha
 
Posts: 12086
Joined: Sat Sep 06, 03 4:40 pm

Postby MainMan » Thu Jan 11, 07 12:07 pm

~[A]Daedalus~ wrote:Heh, I read about it a couple of years ago on BU wiki. There is also a polycount and node limit =/

My map has:
- About 40000 nodes. [max = 65536]
- About 25000 polys. [max = ?]
<center>ty m7
</center>
User avatar
MainMan
<i>Tru' Playa' Fer Defs</i>
 
Posts: 4655
Joined: Sun Jun 05, 05 7:38 am
Location: London, UK


Return to Editing issues

Who is online

Users browsing this forum: No registered users and 47 guests