Probably Basic Mapping Questions

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Probably Basic Mapping Questions

Postby Shinobi » Thu Apr 14, 11 11:32 am

Hey all.

I'm attempting to make a silly little map for DXMP. I have a large room (4096h x 1024w x 1024d) with a floating platform halfway up.

I want the room to have a mesh fence texture with fake backdrop which links straight to my skybox. I cannot explain this better lol.

How please?
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Postby Dae » Thu Apr 14, 11 11:53 am

If I understand you correctly, you want to make six sheets which would form a rectangular parallelipiped that is a little smaller than your large room. Fill their surfaces with the fence texture.
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Postby Shinobi » Thu Apr 14, 11 11:57 am

Ah so I couldn't have one outer wall with both fence texture and fake backdrop? I get it now thanks dae.

One more (I've searched wolf's and tack's for these):

Is it possible to have multiple skyboxes in a DX map?

EDIT: One more - I now wanna resize my outer room, how would i do this? If I remove the 1024 x 1024 x 4096 room and replace it with a slightly wider room, will it mess things up? I used to restart if i fucked something up
Last edited by Shinobi on Thu Apr 14, 11 12:12 pm, edited 2 times in total.
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Postby Dae » Thu Apr 14, 11 12:25 pm

Shinobi wrote:Is it possible to have multiple skyboxes in a DX map?

I've seen mention of this on wiki@beyondunreal, but I haven't seen implementation of this idea in DX.

Shinobi wrote:If I remove the 1024 x 1024 x 4096 room and replace it with a slightly wider room, will it mess things up?

Yes you could do that, but you would have to change the order of brushes (again, look it up on wiki@BU).
Last edited by Dae on Thu Apr 14, 11 12:25 pm, edited 1 time in total.
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Postby Shinobi » Thu Apr 14, 11 12:29 pm

Ah right. Didn't know anything about brush orders, this is why everything goes wrong when I remove and re-add a subtract brush. Thanks dae, totally forgot about that old site!
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Postby Shinobi » Thu Apr 14, 11 12:43 pm

In case anyone else wants to know this, here's the info: http://wiki.beyondunreal.com/Legacy:Brush_Order

Techno_JF: Brush order is also the basis for a building technique I have heard of. When building an outdoor map, a mapper will occasionally underestimate the amount of room they require for the map. Putting in extra subtractive brushes to simply extend the open space would technically work, but it drastically increases the risk of creating BSP holes.

Instead, just subtract a larger brush for the basic outdoor area, directly over the existing work. When you do it, you'll suddenly see all your work in the outdoor area vanish. (Don't worry; it's still there.) Go into the 3D wireframe mode. Delete the old brush that defined the borders of the subtracted area, and then select the new brush and order it to be first. When you rebuild, you'll see everything come back the way it was, except that it's now inside your newer, larger open area!
Last edited by Shinobi on Thu Apr 14, 11 12:46 pm, edited 1 time in total.
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Postby China » Thu Apr 14, 11 12:53 pm

Bare in mind any subtract brush you add on top of any brush work will cause that brush work to dissapear. To get around this you have to duplicate the brush work by right clicking on the brushes and selecting duplicate. Make sure you delete the original brushes (the ones that "disappeared"), this case doesn't apply to actors, I hope that makes sense.
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Postby Shinobi » Thu Apr 14, 11 12:55 pm

I found by placing new, resized room at "first" everything reappeared.
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Postby Mastakilla » Thu Apr 14, 11 1:05 pm

Yeah there's no need to duplicate, lol.
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Postby Shinobi » Thu Apr 14, 11 4:20 pm

Can seomeone help me with another problem regarding portals (warp zones) please.

I want all four warpp zones in one area to link to random "receiver" warp zones in another room. How please?
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Postby Aidan » Thu Apr 14, 11 4:45 pm

All you litterally have to do (it's been a while since I've mapped), is give each exit teleporter actor the same tag.

For instance. You have Four teleporters in area one. You have 20 teleporter exits in area two.

You want all four teleporters in area one going to the "teleporter-exit-name-here".

You would then name all 20 teleporters in area two "teleporter-exit-name-here".


If I remember correctly, the engine should choose one of those 20 exits randomly every time you enter through the entrance.
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Postby Shinobi » Tue Apr 19, 11 10:00 pm

Thanks, it worked.
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