View Full Version : UE3 - UT3 Gravity Question!!!!
gregori
12th Jun 2008, 08:36 AM
I'd like to reverse the direction of gravity in a room, so that you fall towards the ceiling as if its the floor.
Does anybody have any clue towards how one changes the direction of gravity in a volume?
http://i279.photobucket.com/albums/kk124/Kregori/GravityChamber.jpg
The idea is something like in this picture. Past the red line, gravity is reversed and the ceiling become the floor.
Hourences
12th Jun 2008, 10:48 AM
You can pull things up with a Physics Volume or a Gravity Volume and mess with either the gravity, or the Velocity, like Z 100.0 but that wont actually turn the player up side down which is what you want I guess. It will just make the player stick to the ceiling with his head...
I dont believe there is an easy way to completely flip everything around.
gregori
12th Jun 2008, 10:54 AM
Hmmm ****. That slightly ruins me plans for a CTF Map based on this principle. :(
Thanks anyhow for the Advice!! :D
Perhaps there may someway to script the volume required for it - but I can't program for ****!
Hourences
12th Jun 2008, 10:57 AM
You could fake it? Have both sides like regular rooms, but add a huge video on the ceiling so it looks as if the other room is on the ceiling?
This can impact perfomance tho, and you will need to add effects around and over the video so you cant notice the low quality rendering of the thing.
gregori
12th Jun 2008, 11:04 AM
Thats how I originally thought about doing it.
I was thinking about making this for UT by Cutting the room into two side by side pieces and using a zone portal to connect them.
BSP Portals in UE1 look so much better (like the DM Fractal portal, or the ones use on that wierd DM map in Unreal1)
I'd rather make for UT3, since thats the new game and needs all the new content that can be thrown at it - but how portals are done in this game look kinda horrible like the static screenshot ones in DM-Gateway. I'm a little concerned that it could look very bad.
Darkdrium
14th Jun 2008, 02:24 PM
Check out my map (DM-Fractal for UT3), it works with what Hourences describes (By the way many thanks for the tutorial). However you are correct in saying that the result does not look as good as it did in UT99. It also doesn't act the same way (i.e. Projectiles do not teleport). Be sure to have your world detail set to 3 or higher (In UT3), as anything lower will disable the Fractal Portal and will show a static mesh based effect in it's place because the Portal is very resource demanding.
I miss Warp Zones...
You can probably work out something similar for your project, but keep in mind that projectiles do not teleport so you will have to find a way to make them do such a thing (If there is even a way).
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