A couple of questions

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DeaconCarr

New Member
Nov 2, 2000
14
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Florida
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Im in the middle of making a level, but dont have the knowledge to make it the way I really want it. Could somebody help me out with the following situations?

-I've got a lake in my level. I want it to have an underwater cave leading to another cavern. I want the players to be able to exit the water in the cavern that dumps off of a ledge as a water fall. How can i make a stream that a player can swim in that turns into a waterfall?

-I also want other underwater caverns that if the players enter they will be sucked along by a strong current then dumped off of a ledge that will make them fall to their deaths :) I've seen a similar effect used in the map Hall of Giants, where players are propelled quickly along tunnels.

-I've found great spooky sounds that I would like to use in my level. How can i get them in to be used as ambient sounds. Can I make them loop? Do I have to store sounds in a special folder or what?

-If I can find out how to make the waterfall...how do I get that mist effect I've seen around other waterfalls?

I would appreciate any help I can get! Thanks a lot!

-Deacon
 

ChrisToth.hu

Level Designer
Oct 2, 2000
2,740
0
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Atlantis
The evil-water:
Increase zone-velocity (Zoneinfo) in the direction you wan't the poor people to flow.

Stream-waterfall:
Simply use sheets where want the waterfall and put a stretched panning water texture on them. I mean place three or four dheets in a semi-circle next to the wall and use a water texture on it and set it's Surface proerties to V-pan and it's scaling to U:x and V:3x where x is a cool looking scale. You may need to adjust the panning speed: go into the Zoneinfo and change the value of Vpanspeed under Zonelight.

Mist:
Use Volumetric lights. Set Zoneinfo-Fogzone to true and then tinker around wit the lights' Volumebrightness Volumefog and Volumeradius values until you get the coolest FX.

Sound:
If you use Oneshot sounds as Ambientsounds they'll loop. If not then use a Specialevent with Object-PlayAmbsoundeffect and place a Timedtrigger with Timer set to 0.1 which activates the Specevent.

If you've own sounds:
Import them into UEd and save them as an uax package...
You might have problems with this part like it can't use your new package...if this happens just write a post and I'll explain what to do. (Don't wanna make this post longer)