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I hate movers! Help! How to Use!

Posted:
Sat Sep 16, 06 6:11 am
by Aidan
Hey, I opened this topic to ask, how the hell to work a dx mover! i've been at it for months, browsed every site available. Please don't give me a link to another mover site unless it can solve this problem...
At the stage when you resize your building brush and intersect with the blue brush, create a DXMover. Then, move the red and blue brush out of the way leaving the purple brush (DXMover). After I do these steps, rebuild geometry, save my test level (for my mover) and then go to play it, I seem to walk right through my door and then when I go to turn around and walk back, it's like there's some invisible one-way forcefield that keeps me from moving back. When I run and jump back, when I jump, I stick to a part of the forcefield suspending in mid-air, and when I let go of my "w" button (forward button) I fall back down. This may be really fucked up but could someone plz help?


Posted:
Sat Sep 16, 06 6:48 am
by Dae
If you resize your mover with a "Scale" tool, you should set "transform permanently" flag for the brush. I'm not sure if this is what you need, so please, enclose here a map file with your mover.

Posted:
Sat Sep 16, 06 7:44 am
by Aidan
Thanks Dae, hope you figure out what the problem is.

Posted:
Sat Sep 16, 06 8:14 am
by Dae
I changed some textures to more accurate ones, but the actual solution is, what I said, to set "transform permanently" flag (see attachment). Also your mover was located in "additive" brush, I wonder why.
Btw this flag was a kind of invention for me when i started mapping. When i copied things from other maps (original singleplayer ones), I couldn't rotate them, because they had been resized by mappers with "Scale" tool and "transform permanently" allowed me to rotate them with no problems.

Posted:
Sat Sep 16, 06 8:18 am
by Aidan
Thanks so much dea, so let me get this through my head. After I make the mover, I select it and choose "transform perminently"?


Posted:
Sat Sep 16, 06 8:26 am
by Dae
PsHyCo)(K!//3R wrote:After I make the mover, I select it and choose "transform perminently"?

Yes, but only if you used scaling.

Posted:
Sat Sep 16, 06 8:28 am
by Aidan
ok! thanks again!


Posted:
Sat Sep 16, 06 8:54 am
by MainMan
The easiest way however, is when you make the brush for the mover (the blue brush), right click it, and click 'Copy Polygons To Brush'. Then delete the blue brush (it should already be selected, so just press 'Del', and then add your mover. (do not move the red brush)

Posted:
Sat Sep 16, 06 9:01 am
by Aidan
oh no! another problem has occured! When I make the mover that you press the switch and it moves up and down, half of it, I just walk right through when the other half, there is the invisible forcefield once again

[It's the one with the huge button]

Posted:
Sun Sep 17, 06 6:14 am
by Dae
1. Right click > Movers > Show Polys
2. Right click > Transform > Transform Permanently
Actually I didn't know till now that I needed to perform also "Show polys". I wonder how would original SDK fans solve this problem
Edit: fixed a mistake.

Posted:
Sun Sep 17, 06 7:25 am
by Aidan
Thanks again dea, Ill keep this in mind for next time. But there's one small problem...theres no "movers" option on unrealed2 when you right click a mover, is there another way to fix the problem, or do you know where I could get my hands on a copy of the Original SDK?

Posted:
Sun Sep 17, 06 8:13 am
by Dae
No movers option? Then what are other options in that menu?

Posted:
Sun Sep 17, 06 8:29 am
by Aidan
yeah, unrealed2 kinda sucks, what do I do? do I get the Original Unreal ed?

Posted:
Sun Sep 17, 06 8:31 am
by clyzm
Maybe it's not "mover" but "deusexmover"...
I'm not sure, been a while since I mapped.

Posted:
Sun Sep 17, 06 8:41 am
by Aidan
the only way you could get a "deusex mover properties" option is if you choose the "deusex mover" class before you create the mover, but even then you wont get a drop down box to select "Show Polys". Oh well, lol

lets see what dea has to say..
THIS IS FRUSTERATING!!!!!!!!!!!!

Posted:
Sun Sep 17, 06 10:15 am
by Spiderbot01
~[A]Daedalus~ wrote:I changed some textures to more accurate ones, but the actual solution is, what I said, to set "transform permanently" flag (see attachment). Also your mover was located in "additive" brush, I wonder why.
Btw this flag was a kind of invention for me when i started mapping. When i copied things from other maps (original singleplayer ones), I couldn't rotate them, because they had been resized by mappers with "Scale" tool and "transform permanently" allowed me to rotate them with no problems.
Is that why when you try and rotate stuff, the brushes randomly change shape/position? How do you sort this?

Posted:
Sun Sep 17, 06 10:25 am
by Aidan
Spiderf[A]g01 wrote:~[A]Daedalus~ wrote:I changed some textures to more accurate ones, but the actual solution is, what I said, to set "transform permanently" flag (see attachment). Also your mover was located in "additive" brush, I wonder why.
Btw this flag was a kind of invention for me when i started mapping. When i copied things from other maps (original singleplayer ones), I couldn't rotate them, because they had been resized by mappers with "Scale" tool and "transform permanently" allowed me to rotate them with no problems.
Is that why when you try and rotate stuff, the brushes randomly change shape/position? How do you sort this?
I'm not sure, lol, lets wait and see what dea says


Posted:
Sun Sep 17, 06 10:26 am
by Dae
Spiderf[A]g01 wrote:~[A]Daedalus~ wrote:I changed some textures to more accurate ones, but the actual solution is, what I said, to set "transform permanently" flag (see attachment). Also your mover was located in "additive" brush, I wonder why.
Btw this flag was a kind of invention for me when i started mapping. When i copied things from other maps (original singleplayer ones), I couldn't rotate them, because they had been resized by mappers with "Scale" tool and "transform permanently" allowed me to rotate them with no problems.
Is that why when you try and rotate stuff, the brushes randomly change shape/position? How do you sort this?
Yes, hit "transform permanently" and they won't.
)P(sHyCo)(K!//3R
Man, you use original Software Development Kit = SDK = UnrealEd1. The icon of UnrealEd2 is green.
Btw, I'm Dae, not dea

Posted:
Sun Sep 17, 06 10:31 am
by Aidan
Btw, I'm Dae, not dea
Sorry, Geez, anyways thanks
Dea

Posted:
Sun Sep 17, 06 10:41 am
by MainMan
Look, seriously, forget all this resizing stuff, to make a mover, do this:
1. Build a box, height 128, width 64, depth 16.
2. Click 'Add Brush'.
3. Move the Red brush out of the way.
4. Select the newly made blue brush (the 128*64*16 one that you added).
5. Right click on it, and select 'Copy polygons' then 'to brush'.
6. Hit the 'Delete' key on your keyboard, and press yes when the box comes up to ask if you are sure. (this will delete the blue brush, since it was already selected.)
7. Press 'Add mover'
8. Move the red brush out of the way, and go to the mover properties.
9. In the 'Object' section, set 'InitialState' to 'TriggerToggle'.
10. In the 'Mover' section, set 'MoverEncroachType' to 'ME_IgnoreWhenEncroach'.
11. In the 'Events' section, set the 'Tag' to 'TestDoor1'.
12. Set up the keyframes. (I'm assuming you know how to do this - if not, then give me a shout.)
13. Add a Switch2 (Decoration > DeusExDecoration > Switch2)
14. Select the Switch2 properties.
15. In the 'Events' section of the switch2, set the 'Event' to 'TestDoor1'.
16. Hit F8, and click 'Rebuild Geometry'.
17. Play.

Posted:
Sun Sep 17, 06 11:07 am
by Allan
~MainMan~ wrote:Look, seriously, forget all this resizing stuff, to make a mover, do this:
1. Build a box, height 128, width 64, depth 16.
2. Click 'Add Brush'.
3. Move the Red brush out of the way.
4. Select the newly made blue brush (the 128*64*16 one that you added).
5. Right click on it, and select 'Copy polygons' then 'to brush'.
6. Hit the 'Delete' key on your keyboard, and press yes when the box comes up to ask if you are sure. (this will delete the blue brush, since it was already selected.)
7. Press 'Add mover'
8. Move the red brush out of the way, and go to the mover properties.
9. In the 'Object' section, set 'InitialState' to 'TriggerToggle'.
10. In the 'Mover' section, set 'MoverEncroachType' to 'ME_IgnoreWhenEncroach'.
11. In the 'Events' section, set the 'Tag' to 'TestDoor1'.
12. Set up the keyframes. (I'm assuming you know how to do this - if not, then give me a shout.)
13. Add a Switch2 (Decoration > DeusExDecoration > Switch2)
14. Select the Switch2 properties.
15. In the 'Events' section of the switch2, set the 'Event' to 'TestDoor1'.
16. Hit F8, and click 'Rebuild Geometry'.
17. Play.
And I've been intersecting the brushes to be made into a mover for this long =O D'oh! *bangs head* owie...

Posted:
Sun Sep 17, 06 8:39 pm
by Aidan
Lol, thanks guys, i appreciate your help and all, but...I already figured it out
Now my maps will finnaly be better, but I have 1 more question, it's not that difficult, but do you just press brush intersection when attaching a mover onto an already made mover and when I want to attach buttons to my mover?
](./images/smilies/eusa_wall.gif)

Posted:
Sun Sep 17, 06 9:23 pm
by MainMan
)P(sHyCo)(K!//3R wrote:Lol, thanks guys, i appreciate your help and all, but...I already figured it out
Now my maps will finnaly be better, but I have 1 more question, it's not that difficult, but do you just press brush intersection when attaching a mover onto an already made mover and when I want to attach buttons to my mover?
](./images/smilies/eusa_wall.gif)
Argh! You don't need to intersect anything!!

Posted:
Sun Sep 17, 06 9:38 pm
by Aidan
If I don't need to intersect anything, then how do I attach movers together to make one big mover and also attach buttons to movers??!?!? ARRGGHH *Has Mental Breakdown*

Posted:
Mon Sep 18, 06 6:48 am
by Dae
If I don't need to intersect anything, then how do I attach movers together to make one big mover and also attach buttons to movers??!?!? ARRGGHH *Has Mental Breakdown*
If you need to make a "complicated" mover made of many brushes (cubes, cylinders, other cubes and etc), then just make it from "normal" brushes and after that put into a big building brush, intersect it (in order to put "normal" brushes in one) and make a mover. I know you didn't understand anything, just go to here:
http://tack.planetdeusex.gamespy.com/Ho ... eDoor.html
You cannot make a "complicated" mover with "copying polygons to brush".
You can attach an actor to a mover by doing this steps:
1. Go to Actor's properties -> movement.
2. Set AttachTag to the tag of the mover.

Posted:
Mon Sep 18, 06 6:52 am
by Aidan
Ty, Dae, but nowhere on steve's site does it tell how to make a complicated mover, and I don't think there are any UC tuts either


Posted:
Mon Sep 18, 06 7:03 am
by Dae
http://tack.planetdeusex.gamespy.com/Ho ... Part1.html
(read paragraphs 2 and 3).
Using CaroneElevatorSet is not neccesary.

Posted:
Mon Sep 18, 06 7:20 am
by Aidan
ok, so after I intersect all my brushes together, export, then import them as one brush, I build the brush as a (non-mover) with any texture(as the mover has my textures on it anyways), then intersect it, then make the mover? do I need to hit "show polys" or "Transform Perminantly"?

Posted:
Mon Sep 18, 06 7:25 am
by Dae
do I need to hit "show polys" or "Transform Perminantly"?
You need this only if you scaled things using "Scale" tool!!

Posted:
Fri Sep 22, 06 2:00 am
by PsHyCo)(K!//3R
Ok, I'm back, lol. I wasn't on for a bit because I changed my e-mail on my ")P(sHyCo)(K!//3R" account and it locked me out and is now waiting for activation, Dae could you please re-activate it then delete this account when you have, ty
Anyways, back to the topic on hand. I had created a complicated mover, there is a somewhat invisible forcefield around it, I think because my window isn't connected to any other part of my brush

Is this ok?
I'm going to transfer my brush from my windows98 comp(thats what I use to edit since UED1/2 barely crashes) and edit this post and posst the download, give me one second...