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View Full Version : Pathnoder - Mapping TOOL


Doc_EDo
14th Jul 2003, 03:33 PM
Pathnoder
is a tool for pathing levels in-game.
It has auto-pathing that adds paths while player moves, and manual by a key press. Spawned paths can be destroyed with rockets. Read more in the read me.
Download (263.2 KB) at:
skill-club (http://www.skill-club.com/showpage.php?pid=dl_showfile&f1=id&f2=name&f3=descr&f4=url&f5=cat&f6=parent&f7=dl_count&f8=screenshot&df1=id&dv1=94&class=en&s=) or Fileplanet (http://www.fileplanet.com/dl.aspx?/planetunreal/roar/pathnoder1.0.zip)

http://www.planetunreal.com/roar/images/pathnoder.jpg

WebSlinger
14th Jul 2003, 04:11 PM
is this anything like Crokx's "View Actor" mutator?

http://crokx.free.fr/?screenshot=viewactor

Doc_EDo
14th Jul 2003, 04:32 PM
No. This is an editing tool, not only for viewing actors. Although you can see pathnodes, that's only something needed for correct editing.

Raffi_B
15th Jul 2003, 07:47 AM
looks nice, but one SMALL problem i have is that theres no grid. maybe make a specified grid size and have the pathnodes EdShouldSnap to it. would make it a lot easier to make each base exactly symetrical in terms of pathing (sometimes there are extra paths in one base, etc)

DeRailer
15th Jul 2003, 08:03 AM
OMG this ownz sir, but how about lift center/exits?

Doc_EDo
15th Jul 2003, 08:21 AM
Thanks guys.
looks nice, but one SMALL problem i have is that theres no grid. maybe make a specified grid size and have the pathnodes EdShouldSnap to it. would make it a lot easier to make each base exactly symetrical in terms of pathing (sometimes there are extra paths in one base, etc)
You don't need a grid. The paths are spawned at the same place where the player stands, and with that they stand perfectly in place. Just dont jump arround while placing them.

OMG this ownz sir, but how about lift center/exits?
Maybe in the next version? Special pathnodes should be placed manually since you need to set up tags etc...


I made this tool for my and my team's (RoAR- ut2k3assault) own needs. I decided to share it with everyone that finds it usefull. This is not a tool made for contest as many believe, including the BU news :p.

Raffi_B
15th Jul 2003, 11:00 AM
I meant so u could make pathnodes exactly similar on both sides without room for difference but it still works like a dream. im still doing it the manual way, more reliability for a sacrifice of ease of use.

Avion
15th Jul 2003, 02:17 PM
cool tool :)

i mirrored it, too

m4unreal.sm (http://www.m4d.sm/fb/ngx.fb.f.php?id_f=3945) (italy)

ut2k3assault ownz :D