afecelis said:
Of course spooger. Just let me know when you think we've reached the point of professional quality look (Iknow... still a long way to go, but I'm a fast learner, h aha hah =) ). As I told you on my email, I'm considering the project we're developing as a pilot but if one of the others turns out better you may use it as well.
let me know if you got my email
Yes, you are a fast learner, agreed. And thanks a ton for the use of the files, it's great material to show off to an architect or developer.
Also...
I got your email. Sounds like everything is working out good for for you and this version of the runtime, I’m right there with you man, it’s a whole new world and it’s looking damn good! I hope you don’t mind but by answering your questions from the email here, in the forum, well… maybe it will help others who visit this place later down the line. They are all good questions, don’t ever feel awkward about asking, if you had any idea what I would have done to find answers when I needed them. Let’s get started.
(The following was edited from Afecelis Original email)
Q-1
The viewer (player) is a bit big. What shall I do, scale the model
(house) in max up and then re-export all the ases or there's a way to
make the player a bit smaller? Height of the doors is approx. 2.00meters and with the upper window it's 2.30. Notice that the player is almost 2.00 meters tall!
Answer:
Vito turned me onto this one, so I’m just passing the information on. Use the “ScalePawn" code that was created for the runtime (why it’s not included with the runtime installer I’m not sure, ask Vito). The ScalePawn code not only allows you to set the player size, but it also changes the eye height, collision and third person player size. And yes, it gives you an actual third person human character model, instead of a “floating box”, that’s very cool. That's why I told you earlier not to worry so much about building scale and to just build at one to one in CAD/MAX/VIZ. Simply change the player pawn value by using this sweet piece of code, it worked great for me. It’s on the UDN site here -
http://udn.epicgames.com/Technical/PawnTricksAndTips look at the bottom for the zip file, inside is a self-extracting installer. The page tells you how to load the map with the scale pawn but if you want me to walk you through it then no problem, Vito had to help me the first time. It’s easier than the information/description given on that page, (Vito’s laughing at me right now for saying that, but I was like?!?! I don’t read greek! LOL).
Q-2
Ok, I added a skybox. The subtracted box is textured with it just for
look-sake. The skybox is created aside and skyzone info is placed in it.
My question is, why all the skyboxes I create have the edges visible? In
other words,how do you make them seamless, specially at the vertices?
Answer:
Honestly I’m not sure, Islington can correct me if I’m wrong (more than likely I’m wrong) but if I remember right you have to scale the texture a hair larger to hide the edges or something like that. Someone help me out on this one, although I read someplace how to correct this, I honestly don’t remember anymore.
Q-3
Terrain: I created a basic plane to use as a terrain. Any suggestions
on this topic will be welcome. I'm glad collision is working ok on it.
Answer:
Not sure exactly what the question is here, but as you run into terrain questions I’ll gladly hand that over to Will again, it’s his specialty… or should I say “turf” (pun intended).
Q-4
Lighting: one of the toughest. I placed lights all over the place to
illuminate the level. And then I added a zoneinfo with ambient
illumination, and then in the skybox, in the skyboxinfo I also added
ambient illumination. I really need excellent tips on Unreal lights to
get the best Architectural look possible!
Answer:
Sorry, this is a bit long, but a point is made.
I think I know what kind of lighting issues you are having, been through it more times than I care to count. Perfect lighting is a biatch in any application; even in MAX/VIZ it can make or break a scene. It’s far tougher in the Runtime, in my opinion, when trying to build the “structure” itself out of Static Meshes oppose to a BSP brush, more so when it’s a mesh that originated from a CAD file/application. Simple reason, you have large spans of geometry (walls, roofs, etc.) that are not created with the runtime in mind, so you do not end up with enough segments/vertices, or worse, too many scattered all over the place. Autocad, ADT, Inventor, MAX/VIZ… they all have rendering engines that deal with poorly broken up surfaces, (in most cases as long as they are coplanar), far better than a runtime does. Runtimes have to work in real-time leaving less time for calculating perfect looking surfaces out of crap. Understand that the "crap" is not your fault and can't be avoided, it's the fault of a CAD application creating surfaces never intended for a real time engine. The easy fix is… there is NO easy fix! HA!
The runtime wants fairly even surfaces with evenly divided segments along the geometry to handle it’s lighting calculations, and CAD programs just don’t produce that type of surface (on the average). CAD geometry, when viewed in wire-frame, looks more like a broken window with shards of faces all over the place, so lighting suffers and can end up looking like hell in the runtime. That’s another reason why BSP (in some cases) still works/looks better than a static mesh for a complex structure like a house, etc.. Of course If you build the structure in MAX/VIZ you have a far better chance of it looking correct in the runtime (compared to CAD), simply because MAX/VIZ has better tools to divide surfaces up more evenly, avoiding that “Shards of faces” crap that CAD more times than not produces. If you want to build in CAD and use THAT geometry in the runtime, you either have to do more cleanup work in MAX (eliminating all those poorly divided surfaces) or do what you have been doing and use ambient lighting in conjunction with the lights you place in the scene. So, you’re on the right track if using un-edited CAD geometry, but it’s a tough road regardless of the path you take. In the future I’ll bank on the fact that the runtimes are less picky or… whatever, but for now it’s pick your poison.
Q-5
Triggers: not so important now but I think it would be cool to
trigger stuff like doors, or sounds or music or recorded descriptions of
the spaces. Some piece of advice on Unreal entities.
Answer:
Let’s hit that when we come to it, I know just enough about triggers to consider myself dangerous. I can hold my own, but a lot of mappers are more knowledgeable than I when it comes to that subject (again, Will’s a good example). The information at UDN can take you a lot further than I can and besides, retyping all the info is pointless. Let us know when you start looking that direction, what you want to accomplish, and we’ll all pitch in and tell you your options.
SWEET! Got out of that one easy! LOL
Q-6
Transparent textures: how to create them for the glass materials. Right
now I erased all of the glass meshes so that you can pass thru the windows.
Answer:
Let me guess, when you tried running through the information on UDN it got confusing fast, or worse… the editor crashed on you every time you created a texture/shader. That’s what happened to me anyway. Then I found out that the crashes can be caused by a crappy display card or bad drivers, that was my case. So, I had to get a better display card ($$$ bummer), and searched for more descriptive tutorials on the subject. I have a few methods for windows but we’ll need to talk more to find out the look your going for. It’s like material and rendering options in MAX/VIZ, too many options to say “try this”. We’ll talk by phone on this one and then you can share with the forum how you did it at a later date. Cool?
Q-7
What r .u files? I downloaded one of the tree packs in the forum and
they came packed in a .u file. How do you use it?
Answer:
That’s the older file/brush type that Static Meshes replaced. It’s from the Unreal Tournament days of mapping with the older engine. They looked and acted similar to our current Static Meshes (in more ways than one), but the importation process was different (and not as simple) as the ASE file imports. And although better than BSP, with U file meshes you could not have nearly the number of poly’s as our current Static Mesh offers. I know where you are going with that question… “how can I use cool stuff people have built using the older system and U files”, right? You need the MAX file so you can export the ASE and build a new pack. I think most people would share the MAX file if you asked, especialy if they shared it as U file (this was known as a "Deco" or "Decoration Pack" by the way) If I remember correctly you might even be able to export meshes out of the U file with a utility, I could swear I saw some utility-thing like that, but I could be wrong… Anyone else know of something like that or was I seeing things again?
Q-8
After having all the ASE’s imported and the USX file is created, can
(should) you turn all the separate ASE’s into a whole one (i.e. the house)?
Answer:
Let’s talk more about this… ummm… simply because I’m not sure what you mean, you crazy Colombian you! LOL, joking
I hope you are importing all of the ASE’s into a single USX file. Just like you would a bunch of textures into a single texture pack/file. You can have more USX files if the one grows too large, but from what you have posted one would likely do it. Or do you mean something entirely different?
Well, I believe that’s all the questions!
And after looking at it all again I believe I was only able to offer help right now on questions 1, 4, 7 & 8. Hey 50% is not bad!
We will work out the other ones later or by phone, or as I said maybe Will can help you too.
As for the other (file/FTP) question you asked:
Share it with everyone and anyone at anytime you want, I think it’s a good idea personally but I could not ask you to do so publicly. I was unsure who owns the buildings and the right to view/use the related runtime files. As far as I’m concerned you can share the FTP folders just don’t share the user/login info (not that you would anyway).
Same goes for you Spatte, if you are comfortable sharing your project with the forum and this community then have at it! Or if you want to wait until it’s out of BETA, or never, or whatever… then that’s cool too.
Peace!