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RigorMortis
12th Jan 2002, 01:13 AM
im getting a sick-ass HOM effect in a warpZone portal... both oprtal openings are 96 units cubed and the sheet brushes are lined up exactly... i had them overlapping so i fixed that and that didnt work... what may i ne doing wrong???

ive used warpZones before and haven't encountered this problem (except when i made the portals different sizes... then i got nasty upside down effects)

UGH :Poop:

StoneViper
12th Jan 2002, 06:42 AM
try rotating that portal sheet brush 180deg. honestly sometimes this works. also make sure they are facing the right way. in network play if they aren't facing facing each other you will be rotated automatically ingame. (not sure how to explain it better)

Seco_In_The_Bushes
12th Jan 2002, 11:05 AM
Some notes on warpzones based on by own experience:

1. Always make the sheet a square with nice dimensions.
2. Make the box with the warpzoneinfo in it a perfect cube, and make both of the connecting boxes the same size.
3. You will often have to do random things like rotating sheets, cubes and aligning textures to get them to work.
4. Warpzones work best when they face eachother, ie, try to have you facing the same direction when you come out, and you can even set the warpzoneinfos to bdirectional and point them towards eachother.

RigorMortis
12th Jan 2002, 01:27 PM
very intersting with both texture alignment and you say facing eachother... phew... the werent facing one another... :Poop: i'm gonna go try it out.

RigorMortis
12th Jan 2002, 01:29 PM
also: how does the world around them affect the zones? as far as solidity in geometry, the zones surrounding them, etc.. also how big must they be to function. (i just want the visiblity effect.. the player wont actually be passing thru these zones.)

RigorMortis
12th Jan 2002, 09:45 PM
having no luck... :( help...

StoneViper
13th Jan 2002, 01:33 AM
Originally posted by RigorMortis
also: how does the world around them affect the zones? as far as solidity in geometry, the zones surrounding them, etc.. also how big must they be to function. (i just want the visiblity effect.. the player wont actually be passing thru these zones.)

I read they have to be like 80 or so units deep for bots to use them correctly. i've disobeyed this many times and the bots still do fine though. when you use the sheet brush, rotate the brush as little as possible. Use the axis -> AX-Yaxis, (or the Xaxis). lastly, delete the old troubling brush, and remake it using this technique.

Also, if the geomety is a little complex (in a certain way), the warpzones don't behave properly. The geometry should be quite simple just outside each warpzone portal.

TheRealFluffy
13th Jan 2002, 05:37 AM
Can you make a the map as a vertical circle, so when you shoot, to the curving (don't know how to explain this) that the rocket you shot, wil keep making his way, till it colides with a player, or wall, if it isn't shot exactly straight?

Laff
13th Jan 2002, 07:28 PM
rockets disappear a certain distance from where fired, the only one that i THINK doesn't disappear is a redeemer warhead...

cdeaconu
13th Jan 2002, 11:47 PM
Originally posted by RigorMortis
having no luck... :( help...

Did u scale anything???

Did u rotate anything???

Did u vertex edit anything???

Try deleting it and remaking it

Try moving it a little to the left or right (or up or down)

How many zones do you have total???

I dunno if any of those help, but u can try

Seco_In_The_Bushes
14th Jan 2002, 05:06 PM
try reseting rotation on all brushes involved, ie the sheets and cubes. If that doesnt work try making them 128 x 128 for a nicer number.

Also, how complex is the rest of the level?

Are the portals snapped nicely on the grid?