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Postby Spiderbot01 » Sat Jul 08, 06 9:40 pm

Anyone know the dimensions of a Security Bot? You know the cool ones, not the gay little 'scanning area' ones. I just want to know what size box to put it in...
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Postby Allan » Sun Jul 09, 06 12:26 am

SecurityBot2(Ones like that one on the first SP mission) = Height=117, Width=124
MilitaryBot= Height=158, Width=160

You may want to allow about 12-16 Unreal Units each way for easier manuvering in and out of areas. =)
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Re: Hello

Postby Snakey » Sun Jul 09, 06 1:48 pm

Spiderbot01 wrote:Anyone know the dimensions of a Security Bot? You know the cool ones, not the gay little 'scanning area' ones. I just want to know what size box to put it in...


All of the Security bots say that.
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Re: Hello

Postby Spiderbot01 » Sun Jul 09, 06 3:00 pm

Mr. Snake wrote:
Spiderbot01 wrote:Anyone know the dimensions of a Security Bot? You know the cool ones, not the gay little 'scanning area' ones. I just want to know what size box to put it in...


All of the Security bots say that.


LIES

The Unatco ones dont. Theyre too cool for school.
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Postby Snakey » Sun Jul 09, 06 3:04 pm

All of the bots do. Especially the cleaner bots, they rarely stop.
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Postby Magus » Wed Jul 19, 06 9:41 pm

You can just look at the CollisionRadius and CollisionHeight in the Collision section of the bot's properties and get the numbers you need there.
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Postby Allan » Thu Jul 20, 06 9:31 am

Then times the values by 2, as they are taken from the mesh origin point.
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Postby buzza » Thu Jul 20, 06 10:49 am

Magus wrote:You can just look at the CollisionRadius and CollisionHeight in the Collision section of the bot's properties and get the numbers you need there.


Aren't you that guy who made a noob map about Karkians?
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Postby Spiderbot01 » Thu Jul 20, 06 11:31 am

Please bitch.. stfu. Magus>You
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Postby Rödewijk » Thu Jul 20, 06 12:45 pm

lawl :lol:
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Postby Spiderbot01 » Fri Jul 21, 06 6:21 pm

Another question:

In SDK Im trying to delete stuff brushes etc and it simply doesnt delete anything. I click, the list comes up I select delete and nothing happens. Any ideas?
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Postby Allan » Fri Jul 21, 06 6:29 pm

You need to re-compile to make changes to the structure of a map, such as adding/removing brushes. Try re-compiling. =)
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Postby Spiderbot01 » Fri Jul 21, 06 7:34 pm

Eh? Its not only brushes its also regular actors, like lights people etc. It will let me but then it wont and once it stops it wont let me anymore :(
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Postby Allan » Fri Jul 21, 06 7:41 pm

Hmm... What version of UnrealEd do you use? The original, V2, or Nobody's DeusExEd modification. Might be a mix-up of one of those... Whatever the weather, I'd recommend re-installing your SDK, just to be safe.
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Postby Dae » Fri Jul 21, 06 7:57 pm

[A]Spiderbot01 wrote:Eh? Its not only brushes its also regular actors, like lights people etc. It will let me but then it wont and once it stops it wont let me anymore :(

Plan A
1. Press delete button a few times.
2. Rebuild map (deleted stuff should disappear)
Plan B
reboot your UnrealEd
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Postby [ß]Lost » Fri Jul 21, 06 8:15 pm

[A]Spiderbot01 wrote:Another question:

In SDK Im trying to delete stuff brushes etc and it simply doesnt delete anything. I click, the list comes up I select delete and nothing happens. Any ideas?


Remember to rebuild and save ur map.
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Postby Reaction » Sat Jul 22, 06 12:43 am

¤[ß2S]¤Sike wrote:
[A]Spiderbot01 wrote:Another question:

In SDK Im trying to delete stuff brushes etc and it simply doesnt delete anything. I click, the list comes up I select delete and nothing happens. Any ideas?


Remember to rebuild and save ur map.
Nope, i dont think the problem is anything that simple. I think you should go with the re-install option.

In one of the maps you sent me, some of the brushes were these "un-deleteable" brushes. However, I never get them when i map :?
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Postby Spiderbot01 » Sat Jul 22, 06 12:24 pm

And once again my problems continue...

Somehow the stuff Ive been editing has managed to come off the grid :S even on grid 1 its like a fraction off the line, so getting new brushes to line up is a bitch... Anyone know how to solve this?

And now bloomin brushes are vertexing theselves! WTF?
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Postby Bob » Sat Jul 22, 06 1:36 pm

If you want to stay on the grid use multiples of 2 only.

For example never have a brush 255 high.
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Postby Allan » Sat Jul 22, 06 2:42 pm

Oh, and NEVER use any brushes with dimensions of 1 on any plane. It'll turn your level into BSP Hell. (I know, I lost a A51 Bunker mod I was doing that way...)
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Postby Spiderbot01 » Sat Jul 22, 06 8:20 pm

No I havnt. All brushes are proper sizes, i.e no odd numbers..

But how can brushes vertex themselves?! WTF?
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Postby MainMan » Sat Jul 22, 06 10:30 pm

In theory yes, but I have a 11mb map, with some lenths of "novelty numbers" such as 777, or 1337, and I have no BSP troubles. I used to, but not any more. Guess I just got lucky haha.
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Postby Spiderbot01 » Sat Jul 22, 06 11:10 pm

Yeah but you dont have self vertexing brushes >_> I reckon they have a meeting on how they can piss me off...
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Postby Jon » Sat Jul 22, 06 11:15 pm

Reaction wrote:In one of the maps you sent me, some of the brushes were these "un-deleteable" brushes. However, I never get them when i map :?


I think its something to do with the software involved - my SDK hasn't done that since my last re-install

On a slightly different note... I've been using the same SDK version for a long time now, and I've only just noticed a bloody great 'Alpha' texture in the default texture browser window when i open up

Max, try to take the vertex snap option off, its found near the bottom of the button list on the left - should be greyed as if selected by default
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Postby Spiderbot01 » Sun Jul 30, 06 10:36 am

Ive just installed Unreal Ed on my laptop and an odd thing happens. Instead of the 4 boxes lighting up with the 3D veiw, overhead and the other 2 views. 4 new windows come up, seperate from Unreal Ed. It makes it difficult to map so is there any way to put it back to normal?
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Postby MainMan » Sun Jul 30, 06 10:49 am

Btw kiddos, don't use 1-grid. I'm currently re-doing my whole MainMansCity map (No there were no BSP troubles, but the server kept crashing.)
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Postby Cozmo » Sun Jul 30, 06 11:15 am

Fananny wrote:Btw kiddos, don't use 1-grid. I'm currently re-doing my whole MainMansCity map (No there were no BSP troubles, but the server kept crashing.)


So, your going to redo 21mb or so of map? :shock:
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Postby MainMan » Sun Jul 30, 06 11:18 am

~Cozmo~ wrote:
Fananny wrote:Btw kiddos, don't use 1-grid. I'm currently re-doing my whole MainMansCity map (No there were no BSP troubles, but the server kept crashing.)


So, your going to redo 21mb or so of map? :shock:


12.5mb. It's not actually that hard, since I know exactly what to build next and where to place it. I'm using UEd2 this time.
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Postby Bob » Sun Jul 30, 06 1:00 pm

[A]Spiderbot01 wrote:Ive just installed Unreal Ed on my laptop and an odd thing happens. Instead of the 4 boxes lighting up with the 3D veiw, overhead and the other 2 views. 4 new windows come up, seperate from Unreal Ed. It makes it difficult to map so is there any way to put it back to normal?


I had this problem a while ago, simple to fix.

Once UEd has completely loaded (eg, the 4 seperate windows are all open) click the UEd tab on the task bar, goto the menu thingy at the top, click camera>reset.

Sorted, shame you have to do that everytime you open the editor.
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Postby Spiderbot01 » Sun Jul 30, 06 1:14 pm

Cheers bob, I dont mind having to keep doing it as long as it works :P
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