CTF-Sfear]|[

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Astyanax

GotoState('Coding');
Feel free to make one! But I have to warn you about the skybox, that would be VERY HARD to make!

Ultimate fun would be to make a huge sphere where you can walk on the outside and inside! :cool:

If you're really serious about making CTF-Sfear]|[, I'd be happy to help you! :)
 

StoneViper

you can call me Mike
Nov 3, 2001
1,907
0
0
43
N43° 03' 16" :::: W77° 36' 03"
i've looked at your map in ued quite a while back and can't figure out how you made the roundedness. I know about the tetrahydron, but how did you cut it up. The skybox i don't think would be affected, because no matter how you view the fakebackdropped surfaces, you still look into the box from that one camera(skyzoneinfo). And if it is screwed up, maybe i can make it black like in some quakeIII levels.
 

Astyanax

GotoState('Coding');
Shamelessly ripped from a tutorial by DaveA:

Skyboxes: Not so fast there, Sport

So you have created a sweet little planet, and now you want to place it in the cosmos. Fair enough. But before you make that skybox, which is a good instinct, let me point this out - rotation is a bitch. Unless you do a lot of tricks with the skybox, it won't look right. Each area that makes up your planet has it's own sky. At the 'equator' the clouds, stars, etc., would be moving in a straight line, but at the 'poles', they'd be rotating about the center.And in the middle latitudes, in a big wide off-center arc. You may have better luck animating each area's sky surface textures. For a skybox to work that way, you might be able to make a roughly spherical 'box' and then animate each surface in that sphere in such a way that it appears to rotate. But remember, there is only one 'up', so only the top of your skybox would be seen, and it would be the same in every area. Note that if our first thought (to make a sphere in space and put gravity zones around it) might work with rotation nicely, if you could do that.

Late News!
I just got this tip from Rachel C.:
******************************

I've been looking for a way to create ringworlds, etc. Until now I've been using smoke and mirrors, but my trick will solve your problem with the sky. There is a script that allows you to link the fake backdrops in a zone with any SkyZoneInfo you choose. Create a new class under ZoneInfo and type:

//===========================================
// MSkyZoneInfo.
//===========================================
class MSkyZoneInfo expands ZoneInfo;

var() SkyZoneInfo WhatSkyZone;

simulated function LinkToSkybox()
{
SkyZone = WhatSkyZone;
}

Put one of these in each of the ring's zones (say you have six). Then put six SkyZoneInfo's in the exact same location in your skybox (cut and paste the Location under Movement) and rotate each of them to 1/6 a full circle (in UnrealEd, 360 degrees = 65536. It's not exact, but no one will notice). Link the MultiSkyZoneInfo's with the appropriate SkyZoneInfo, and you will end up with a ringworld that has a seamless (and problem free) sky.

-Rachel C

P.S. I feature this technique in a level I'm working on right now, called DOM-Satellite. I will release it to Nalicity soon.

******************************

I haven't tried it yet, but it sounds great. This would be easy to do for centrifuges and barrel worlds, just set as many as you need and rotate (pitch or roll as needed) by the amount needed. Divide 65536 by the number of segments you have for the exact number. If you're doing planetoids or hollow worlds (3D) it's more fun, and left as an exercise for the reader.

Yes the skyzone might work if you try the above stuff.
 

Astyanax

GotoState('Coding');
Originally posted by StoneViper
i've looked at your map in ued quite a while back and can't figure out how you made the roundedness. I know about the tetrahydron, but how did you cut it up

This is how CTF-Sfear][ works:
In top view you can see 6 segments, each with these basic elements: a half sphere, a solid brush (to seperate the warpzones and to provide solid edges) and 4 portal sheets. The solid brush has been put in as last, to prevent BSP holes, because the portal sheets are touching it. The segments are called a to f, from left to right. The left warpzone of the first segment is called a1 and the other warpzone a2 to a4, counting clockwise. Warpzone a3 has been connected to b1, b3 to c1, c3 to d1, and d3 to a1. Segment e has been connected to the 4th warpzones of segments a to d, and segment f has been connected to the 2nd warpzones of segments a to d. E2 has been connected to a4 and f4 to a2, and so on.
Now, when you would just add XAxis sheets to get the portals for the 1st and 3rd warpzones and YAxis sheets for the 2nd and 4th warpzones (and of course rotate them to an angle of 45 degrees), you would see HOM at certain portals and some portals will work fine. Why? It would be easy to explain this if you made a drawing of the situation: take a piece of paper and draw 6 cirkels. Now draw an "X" in each cirkel, making it look like a pie. Write in each piece of the each pie the name of the warpzone it represents (a1 to f4). Now write next to each piece the name of the warpzone to which it has been connected (open the warpzoneinfo properties for this).
In this situation, these portals would work fine: a3-b1, b3-c1, c3-d1, d3-a1, a2-f4, and a4-e2. These portals would show HOM: b2-f3, b4-e3, c2-f2, c4-e4, d2-f1, and d4-e1. You see the pattern? All x1-x3 and x2-x4 connections work fine, while all other connections result in HOM. Appearantly the UT engine doesn't like warpzones that are not on the opposite sites of the 2 portals. Then how do you solve the bad connections? Just fool the engine by ROTATING portal sheets.
In any case, I strongly recommend to use the SAME builder brush for the portals of both connected warpzones. This will force you to rotate if warpzones are not pointing in the opposite direction. If you still see HOM after rotating 1 portal, then you've rotated in the wrong direction. If 2 warpzones are pointing in the same direction (like c4-e4 and c2-f2), you need to make sure that both portals have been rotated 90 degrees, in eachother's opposite direction. I'll clearify this, using c2-f2 as example: both portals need to be made out of an AX_XAxis sheet. The yaw of one of the 2 sheets has to be set to 16384 (90 degrees), the yaw of the other one to -16384. After that, their pitches have to be set to -8192 (45 degrees) and 8192 to get them angled for the sphere.
In the respawn room I wanted to connect both ceilings to make it look like the enemy team is respawning on the ceiling. This is even trickier to make: build a sheet with the right dimensions and move it into place, but don't add it yet. In the SheetBuilder properties, change AX_Horizontal to AX_YAxis and add it as non-solid 2-sided (invisible) portal. Next, align the texture on the portal to wall direction and wall panning and rebuild the map. Now, select the portal, open its properties and set Movement -> Rotation -> Roll to 16384. Rebuild and add the warpzoneinfo (and don't mess with alignment of the texture on the portal!). Do exactly the same for the other portal, but this time set its roll to -16384.
Making warpzones is a complicated and delicate procedure (which you probably already knew). Sometimes you get HOM while you think you've confirmed to all rules and sometimes you don't get HOM while you haven't rotated any portals.

Take your time to read and understand this. I think it is pretty essential stuff when you want to make Sfear]|[. :)
 

StoneViper

you can call me Mike
Nov 3, 2001
1,907
0
0
43
N43° 03' 16" :::: W77° 36' 03"
Originally posted by Astyanax
Appearantly the UT engine doesn't like warpzones that are not on the opposite sites of the 2 portals. Then how do you solve the bad connections? Just fool the engine by ROTATING portal sheets.
In any case, I strongly recommend to use the SAME builder brush for the portals of both connected warpzones. This will force you to rotate if warpzones are not pointing in the opposite direction. If you still see HOM after rotating 1 portal, then you've rotated in the wrong direction. If 2 warpzones are pointing in the same direction (like c4-e4 and c2-f2), you need to make sure that both portals have been rotated 90 degrees, in eachother's opposite direction. I'll clearify this, using c2-f2 as example: both portals need to be made out of an AX_XAxis sheet. The yaw of one of the 2 sheets has to be set to 16384 (90 degrees), the yaw of the other one to -16384. After that, their pitches have to be set to -8192 (45 degrees) and 8192 to get them angled for the sphere.
In the respawn room I wanted to connect both ceilings to make it look like the enemy team is respawning on the ceiling. This is even trickier to make: build a sheet with the right dimensions and move it into place, but don't add it yet. In the SheetBuilder properties, change AX_Horizontal to AX_YAxis and add it as non-solid 2-sided (invisible) portal. Next, align the texture on the portal to wall direction and wall panning and rebuild the map. Now, select the portal, open its properties and set Movement -> Rotation -> Roll to 16384. Rebuild and add the warpzoneinfo (and don't mess with alignment of the texture on the portal!). Do exactly the same for the other portal, but this time set its roll to -16384.

yeah i've learned how rotating zoneportals can help or destroy things. i also noticed that even though the warpzones, even though they face the opposite way in the editor, they sometimes still won't work, but when you rotate them 360deg, it would work. yep, it looks the same, but not to the engine. i learned that building ctf-spiritualworlds
 

Luggage

wins.
Apr 25, 2001
585
0
16
41
Germany
www.planetunreal.com
Originally posted by Chrysaor
You crazy ppl and ur zones, i like the whole, flat layout level thing. Doesn't give me a headache :D

I created a DM-CubeOfDoom once... It was a Cube you could walk around in. I mean: on all six surfaces. I did two versions: A dice version and a futuristic version with teleports confusing the whole damn thing even more... But then I opened UT and I wanted to play my cool map but I saw that this bastard of UEd hadn't saved it... Luckily I had an exported version, so I imported it again and tried to save it... Didn't work. No idea why. Nevermind.
</anecdote>
 

Chrysaor

Lord of the Pants
Nov 3, 2001
3,022
6
38
Hiding in your Attic
now, don't get me all excited just to shoot it down like that.

(I'm not that temporamental in reality) but u release some stuff soon, whatever it is just release it :D
 

StoneViper

you can call me Mike
Nov 3, 2001
1,907
0
0
43
N43° 03' 16" :::: W77° 36' 03"
it's kinda hard to map with two jobs to worry about, the fulltime one is which that i hate. stuff will get released soon. everyone of my projects makes it to the end. DM-Downtown will be very promising as well as all it's conversion's ill do for it.