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PostPosted: 21 Jul 2012, 23:39     Post subject: Map stupideness
Nali Priest
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Got a problem here.
One of my new converted EXU2 maps is quite screwy currently, aka the BSP/HOM monster is lurking around. It's totally playable now except for a little HOM which appears in your face, however if I ever rebuild its geometry and BSP the situation becomes extremely worse.
Unfortunately I think I have to do that because I need to retexture the movers (I am not very used to how movers work in this engine). So I'm not sure how to retexture the movers and not to cause any new problem on the map.

The only good solution I know is to take the original version of the map, deletes all the actors in it, export/import the actors in the EXU-converted version into it, and re-texture the entire level for the second time (ugh).

Any other ways?


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PostPosted: 22 Jul 2012, 02:44     Post subject: Re: Map stupideness
Skaarj Elder
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No try this

As for mover re-texturing just move them to see all sides, right click, and hit "show ploys".I don't think the movers have a thing to do with HOM other than having them crushed to a wall using funny surfaces like transparent, or translucent. You could make another huge box, select all the movers (or even all your actors) and slide them over temporarily to re-texture the movers and the map.

As for HOM, first do the "order" what I do is select "all brush" then on the tools you see down the ying-yang (inverts selection) and hit that, it will then select all the stuff that isn't a brush, and "order" them "to last"

after that, select all the non solids, greenys, and then send those to last.

That will help in some areas.And un-merge all brushes until the map is done.

There is another thing if it helps, but just open another instance of unrealEd, and paste all your stuff in that.Then go back to your original map in the other editor.

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PostPosted: 22 Jul 2012, 02:49     Post subject: Re: Map stupideness
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Try going into "build options" and unticking "BSP". Then rebuild. All that step does is attempt to cut down the poly-count a little, and on modern systems/maps it makes very little difference and frequently leads to BSP issues, so it may be the small help you need.

Here's a Hourences tutorials with more on it and other stuff: http://www.hourences.com/tutorials-ue1ue2-bsp/


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PostPosted: 22 Jul 2012, 06:06     Post subject: Re: Map stupideness
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First, back up the working version of the map.

Then, open the map in another UED instance or just make a copy of the original map file. In this file, edit the textures on the movers, and then select the movers you edited and COPY them (if you opened the original map in another instance, don't save it at any point while you are setting movers to Show Polys). [Re]open the original map without closing UED (so the textures stay loaded), then paste in the new movers and delete the old ones. This should save you from having to rebuild, but won't fix the other issues, which require playing with solidity and geometry.

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PostPosted: 22 Jul 2012, 07:00     Post subject: Re: Map stupideness
Skaarj Elder
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"open the map in another UED instance " hmm , didn't I say that ! lol, just ribbing ya.
But I could ditto Waff's post, and would yet be a very good, tricky method as for the, not-rebuilding aspect.

Another idea is just delete all the actors, minus lights and player starts, no movers nothing.Then see if any BSP crap cleans up.

I also think myself now, those little 2 UU misalignments of brushes or brushes that don't fit good, are the most worst cases. and the type of brushes in one area..I attach brushes to the least amount of new vertexes I always use intersect, and deintersect to beforehand (depending on brush size,CSG).

I mean just one in some room,like a 2unit space that overhangs on just an even, level, simple, flat floor, but was intersected or deintersected earlier, an old brush vertex.Or a smooth connecting brush outline with some bogus vertex.

Fun fixing maps too..........................

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PostPosted: 22 Jul 2012, 14:10     Post subject: Re: Map stupideness
Nali Priest
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Holy shit NOT rebuilding the BSP did actually work. Movers are edited and the map now works even better than before, with all the HOMs practically gone too.
Thanks guys! Now I can stop being worried about my Map 5 :P

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