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Unreal Tutorials WANTED

For questions and discussion about UnrealEd, UnrealScript, and other aspects of Unreal Engine design.

Moderators: ividyon, Semfry, zYnthetic

User avatar ividyon
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Post Posted: 23 Nov 2008, 12:21

Damn, that's genius, especially the examples section is full of things I'd have never thought of. Great work! \o/

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Nali Priest Nali Priest
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Post Posted: 23 Nov 2008, 14:06

Excellent tutorial. The use of decorative candles is a nice idea, although you should have mentioned to power-up the Giant Gasbag since he's an extremely weak dumb***, no matter in what difficulty :P
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User avatar Hellscrag
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Post Posted: 23 Nov 2008, 17:14

Some fascinating ideas here. You've certainly thought about this. :tup:
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User avatar Buff Skeleton
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Post Posted: 23 Nov 2008, 17:18

Thanks guys. And yeah, I've thought about it a lot, but admittedly haven't put much of my own ideas into practice in EXU yet. :p Although, just today I did go around some of the maps and add more mixed bags of stuff, but with a project on the scale of EXU where there are thousands of enemies in some maps, it's a lot more work to add enough randomness to be noticeable above all the noise of regular combat. That's why I'm starting to like the stealthier maps better, since they tend to have fewer but more powerful enemies, and I can play with their configurations a lot more.

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Post Posted: 23 Nov 2008, 21:26

I'm just wondering, is it possible to filter anything based on difficulty?

If that's the case then theoratically you could have the map be completely different on each of the difficulty levels. You could have dissappearing BSP, a totally different lighting scheme. Completely different weapons, enemies etc.

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Post Posted: 23 Nov 2008, 21:28

Any actors have the Filter option.
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User avatar Buff Skeleton
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Post Posted: 23 Nov 2008, 21:32

TheIronKnuckle wrote:I'm just wondering, is it possible to filter anything based on difficulty?

If that's the case then theoratically you could have the map be completely different on each of the difficulty levels. You could have dissappearing BSP, a totally different lighting scheme. Completely different weapons, enemies etc.

I mentioned in the tutorial that I'm not so sure that new geometry and lighting is possible, since you need to rebuild those in UED to get them to stick. But any regular actor, yes, can be filtered.

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Post Posted: 23 Nov 2008, 22:00

Anybody ever thought about a "Ambient Sound" Tutorial? I am not joking.. if you played the first of the Hourences ONP Maps you know what I mean.. pitch, choice of sounds, soundradius and volume.
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User avatar ividyon
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Post Posted: 23 Nov 2008, 22:03

Geometry and static lights can not be filtered. However movers can appear depending on difficulty. So you could create doors or even entire walls which appear only on certain difficulties, to lock or present certain areas depending on the chosen difficulty value.

User avatar Buff Skeleton
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Post Posted: 08 Dec 2008, 00:48

I just noticed something important. You can't filter out certain actors if bStatis, bGameRelevant, and/or bNoDelete are set to true. This applies to Triggers, at the very least, and probably other things. If you want to filter a trigger, turn off bNoDelete and bGameRelevant (stasis is already false for triggers).

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Post Posted: 29 Mar 2009, 19:41

BUMP

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Post Posted: 29 Mar 2009, 22:32

That's all well and good, but is there any particular reason?
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User avatar Buff Skeleton
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Post Posted: 30 Mar 2009, 02:07

There's still some info that probably needs to be published :)

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Post Posted: 30 Mar 2009, 14:06

At present one tutorial I'd really love to see is one showing you how to use the particle emitter created by dots to place various sorts of visual effects in your map(s), such as some nice fairy twinkles. Raven said he'd do a tute except he's real busy at present (finishing off TCO I presume). Guess I'll have to wait for him...

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Post Posted: 30 Mar 2009, 14:23

Any idea when Prophet's part two of "Level Design for Dummies" will be added?

I also found your "Lighting for Dummies" to be bloody brilliant - to say the least.

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