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Hello

Posted:
Sat Jul 08, 06 9:40 pm
by Spiderbot01
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...

Posted:
Sun Jul 09, 06 12:26 am
by Allan
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. =)
Re: Hello

Posted:
Sun Jul 09, 06 1:48 pm
by Snakey
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.
Re: Hello

Posted:
Sun Jul 09, 06 3:00 pm
by Spiderbot01
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.

Posted:
Sun Jul 09, 06 3:04 pm
by Snakey
All of the bots do. Especially the cleaner bots, they rarely stop.

Posted:
Wed Jul 19, 06 9:41 pm
by Magus
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.

Posted:
Thu Jul 20, 06 9:31 am
by Allan
Then times the values by 2, as they are taken from the mesh origin point.

Posted:
Thu Jul 20, 06 10:49 am
by buzza
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?

Posted:
Thu Jul 20, 06 11:31 am
by Spiderbot01
Please bitch.. stfu. Magus>You

Posted:
Thu Jul 20, 06 12:45 pm
by Rödewijk
lawl


Posted:
Fri Jul 21, 06 6:21 pm
by Spiderbot01
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?

Posted:
Fri Jul 21, 06 6:29 pm
by Allan
You need to re-compile to make changes to the structure of a map, such as adding/removing brushes. Try re-compiling. =)

Posted:
Fri Jul 21, 06 7:34 pm
by Spiderbot01
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


Posted:
Fri Jul 21, 06 7:41 pm
by Allan
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.

Posted:
Fri Jul 21, 06 7:57 pm
by Dae
[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

Posted:
Fri Jul 21, 06 8:15 pm
by [ß]Lost
[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.

Posted:
Sat Jul 22, 06 12:43 am
by Reaction
¤[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


Posted:
Sat Jul 22, 06 12:24 pm
by Spiderbot01
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?

Posted:
Sat Jul 22, 06 1:36 pm
by Bob
If you want to stay on the grid use multiples of 2 only.
For example never have a brush 255 high.

Posted:
Sat Jul 22, 06 2:42 pm
by Allan
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...)

Posted:
Sat Jul 22, 06 8:20 pm
by Spiderbot01
No I havnt. All brushes are proper sizes, i.e no odd numbers..
But how can brushes vertex themselves?! WTF?

Posted:
Sat Jul 22, 06 10:30 pm
by MainMan
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.

Posted:
Sat Jul 22, 06 11:10 pm
by Spiderbot01
Yeah but you dont have self vertexing brushes >_> I reckon they have a meeting on how they can piss me off...

Posted:
Sat Jul 22, 06 11:15 pm
by Jon
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

Posted:
Sun Jul 30, 06 10:36 am
by Spiderbot01
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?

Posted:
Sun Jul 30, 06 10:49 am
by MainMan
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.)

Posted:
Sun Jul 30, 06 11:15 am
by Cozmo
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?


Posted:
Sun Jul 30, 06 11:18 am
by MainMan
~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?

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.

Posted:
Sun Jul 30, 06 1:00 pm
by Bob
[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.

Posted:
Sun Jul 30, 06 1:14 pm
by Spiderbot01
Cheers bob, I dont mind having to keep doing it as long as it works
