UE1 - UT Map coordinates

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GodsCreation

New Member
Aug 18, 2009
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hi guys and girls. I'm trying to get (urealed 2.0) the coordinates of a map. Map length/widh/height and placement within the coordinates plane. Is this possible somehow? I'm kinda stucked. If it's not possible within unrealed 2.0 , are there any other methods of retreiving thos coordinates? Thank you for your time.

Kind regards,
Mark
 

IronMonkey

Moi?
Apr 23, 2005
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www.margrave.myzen.co.uk
I'm not quite sure what it is that you are trying to do but you can see all of the brush (and actor) co-ordinates by exporting the map as a .t3d file (File->Export) and you end up with output like this:

Code:
Begin Actor Class=Brush Name=[B]Brush347[/B]
    MainScale=(SheerAxis=SHEER_ZX)
    PostScale=(Scale=(Z=1.000000),SheerAxis=SHEER_ZX)
    TempScale=(Scale=(Z=1.000000),SheerAxis=SHEER_ZX)
    Level=LevelInfo'MyLevel.LevelInfo0'
    Tag=Brush
    Region=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
   [B] Location=(X=1088.000000,Y=-608.000000,Z=64.000000)[/B]
    [B]Rotation=(Pitch=32768,Yaw=-16384,Roll=-16384)[/B]
    Begin Brush Name=Brush
       Begin PolyList...
Simpler solutions are most welcome! :)
 

GodsCreation

New Member
Aug 18, 2009
2
0
0
Thanks a lot m8. Well i want to build a minimap like thing. And therefor i need to know the size of the map, and the position within the coordinate system. It seems unrealed 2.0 does not show coordinates although the option is there. Or am I missing something?
 

Wormbo

Administrator
Staff member
Jun 4, 2001
5,913
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Germany
www.koehler-homepage.de
You mean a radar map ingame? For this kind of feature it's usually the best to iterate over all NavigationPoints (using the Level.NavigationPointList/NavigationPoint.NextNavigationPoint linked list) to find the map extent and center. The other option, if you're using custom maps for that mod anyway, would be a custom actor to be placed in the map, which would contain the corresponding values.

Note that in-game there is no way to find the actual shape of the level geometry. Radar map background images would have to be mapper-made anyway. The Screen component used in many UTJB3 maps is a good example for an actor specifying map setup and a texture for the map image.