View Full Version : Zones?!
White Boy
21st Oct 2000, 09:23 AM
I've had a problem in UE2 that it doesn't seem to like making zones, in UE1 you do it, fine, goto zone view and the sections are different colours. Do it in UE2 though, and zilch, the two sections stay the same colour. I'd do the zoning in UE1, but it comes up with an error when I start it up that there is a problem with the engine.dll. I try to change it for the one in the UE2 folder and it says it can't find the editor.dll (which is there)?! Please help...
Thanks.:)
RFairey
21st Oct 2000, 11:37 AM
There are two checkboxes on the BSP rebuild window - Build Visibility zones and another beneath that one or other of these will produce the colourd zones. All I know is that I didn't get zones when I turned these both off. I'm not sure which one is which, but it definitely one of them.
White Boy
30th Oct 2000, 03:35 AM
I tried messing about with that just now and the room is still all one colour in the zone view, so still indicating it's all one zone?! Sill I have UE1 working now, so that might solve it! :)
ZodiaK
30th Oct 2000, 04:52 AM
at least I got those zones workin' fine in Ued2. didn't change any of the controls in the build options. sometimes it's just better to make the portal sheets bigger than the holes/doorways/whatever they're covering...but you probably already knew this.
Slick_Willy
30th Oct 2000, 09:03 AM
You shouldn't have to mess with those other settings. If both zones are 1 then plain and simple you have a leak somewhere.
Ace82
30th Oct 2000, 09:25 AM
Yes you have a leak somewhere, or you're not using zone portals.
White Boy
4th Nov 2000, 10:54 AM
Well, I'll be sure to check those out, but I was sure I didn't have any leaks?! I'll be sure to let you know what happens, but don't expect too many results soon, I have a clan site to set up first?! It's been tring so far... :(
«««AUDI™»»»
5th Nov 2000, 01:27 AM
After you rebuild how many zones does it say you have is it the right number?
Phragmites
5th Nov 2000, 10:13 AM
on a related note, and it took me a while to figure out my editor WASnt screwed up, i found out you cant see zones in d3d view, you have to use software view. im sure most of you already know that, but just thought i'd add my 2 cents.
Zaphrod
5th Nov 2000, 01:41 PM
I see my zones fine in D3D I have never used software mode so thats wrong, Some kind of glitch with your system I would say.
Phragmites
5th Nov 2000, 02:02 PM
damn. add that to the glitch that means i dont have a translocator in maps i make myself, then i guess i'd better re-install.
smally
5th Nov 2000, 11:17 PM
With 169 posts you probably don't need to hear this from me but, does checking the translocator box in the game set-up not give you a translocator to use?
Phragmites
6th Nov 2000, 06:09 AM
no, its checked all the time. i can get the translocator in other maps, and other people can get it in mine. weird, eh?
RFairey
8th Nov 2000, 03:52 PM
I got the same problem as Phragmites - my D3D view will not show texture usage, zones, or BSP cuts. Software mode is fine. Also, in game type rmode # at the console, where # is a number from 1 to 6 or so. This allows you to see the different views - zones etc. while in the game. It dosn't work for me as these views seem not to show up under glide either all it does is turn all surfaces unlit. (rmode 5 will bring back dynamic lighting). On a friends machine, who was running in software mode while waiting for a 3d card to turn up, I was able to use these codes. If your D3D view is OK, they should work in game.
Another thing. UED2s BSP view is different to UED1s. It is more easily visible, but does anyone know what all the colours mean?
Mambo
9th Nov 2000, 06:13 AM
different colours indicate different zones. that was the whole basis of this topic :)
Aphex
9th Nov 2000, 12:19 PM
...and different shades of the *same* colour indicate bsp cuts in a zone.
White Boy
20th Nov 2000, 04:36 AM
Loads of posts since I last looked. Been REAL busy?!:(
Well, I must have a leak, I put a zone portal in another level and it worked fine. So, how do I repair it, any ideas? I also have a really high BSP cuts count, so any ways you can think of reducing that would also be appreaciated.
Aphex
20th Nov 2000, 05:02 AM
To reduce some bsp cutting, consider making some of your detailed brushes semisolid (ie small/intricate/decorative brushes).
Do this by selecting it, right click, Solidity->Semi Solid.
This will remove them from the bsp and add them after it has been built.
This sometimes has the disadvantage of messing up your map, so will have to be tested afterwards.
Also, make sure the player can not 'touch' more than 1 semisolid brush at a time.
As for the leaks, well finding them is usually not easy - they are just open windows/cracks/etc joining 2 zones. If you're stuck, mail it me and I'll take a look.
hi all,
ehh goin on bout this subject:
How do make zones exactly?
Aphex
20th Nov 2000, 07:36 AM
Zones are spatially distinct areas of a map in that there is no connection between them (ie 2 totally separate subtracted rooms = 2 zones).
You can also split an area into 2 zones with a 'zone portal' sheet (add special). You have to be sure that there are no gaps around the zone divider, or that there are no other ways in/out (eg a window).
You can give different zones certain properties (like lighting, gravity, friction etc), and they can also help speed up the ut engine in-game (with judicious use!)
White Boy
20th Nov 2000, 09:36 AM
You know when you give team orders and your told where your team mates are? Well that's zones in action again. Go to UnrealEd.exe (http://www.planetunreal.com/unrealed/tutorials/inter/zones/) for more information and a tutorial on zones.
Thanks for the semi-solid note Aphex, I've been looking for that, knew it was somewhere?! :) I'll keep you posted as to how it goes with the level! :cool:
vBulletin® v3.8.0 Release Candidate 2, Copyright ©2000-2009, Jelsoft Enterprises Ltd.