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PostPosted: Sat Nov 20, 2010 5:52 pm 
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Joined: Tue Nov 10, 2009 3:14 pm
Posts: 226
No problem man. You think I'm skilled in mapping ? I just understood many things about triggering, of course not all of them. Designing is not my style. If you are interested, I can help you with some direct tests in my server, even we can find time for some remote sessions if is needed. You can make design and I will apply triggering. Then, we can test 20 times. :)

For example: MH-LongCorridor_d+.unr - that map is no more in my server, I remoded it. 2 authors wanted to put bot support but they failed, also 5000 monsters to kill in each room will result in a lot of garbage with crash risk.
I added bot support, I refixed monsters number, bots now understand the bridges and they hunting until last warlord is dead, and then they can finish the map.

I appologise for not asking permissions to modify that map, but if they want an unaltered work then is free to encrypt map for imposibility of modifications. I'm not agree with craps in my server. I want quality not quantity.


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 Post subject: CHEATORIAL9
PostPosted: Mon May 09, 2011 7:18 am 
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Joined: Sun Oct 31, 2010 8:03 am
Posts: 241
VIDEOS
http://www.unrealaddicts.com/forums/Jan ... ntent=Home

:D :o :D

They are the best basic a mapper could have.
Watch them all before doing anything considering mapping!


THE BEST TIPS FOR THE BEST GAME!


CONSOLE CHEATS

iamtheone (enablesCheating?)
addbots 1 (more than 16 possible)
summon unreali.minigun
summon healthpack
summon unreali.health
summon sniperrifle
summon unreali.flashlight
summon unreali.searchlight
summon botpack.warheadlauncher
fly
god
ghost
walk
nowalls
playersonly
set input B suicide


CONFIG EDITING

Edit the "unreal tournament" config data in UT\system as following
[Botpack.DeathMatchPlus]
InitialBots=32
[Botpack.CTFGame]
MaxTeamSize=32
[Botpack.TeamGamePlus]
MaxTeamSize=32
to enable 32 or more bots per team!!!

And to the "User" config add this
[Botpack.Ladder]
HasBeatenGame=True
to enable the Boss bot


KEYBINDING

Search the "user" config data in UT\system for a useable button and enter (example)
Aliases[26]=(Command="Set Engine.Playerpawn MouseSensitivity 7.0 | OnRelease Set Engine.Playerpawn MouseSensitivity 27.0",Alias=SlowMouse)
LeftMouse=SlowMouse
to have a new key command lower mouse speed (very good for aiming) !!!!
You also find the mouse axis speeds here.
Lower the Y axis speed abit to have better aim on high sensitivity.

Or type in the console
example: set input B suicide

Start in CTF in the the red team and order to defend before changing to blue.


CACHE RIPPING

After downloading a server map package or skin you find the stuff listed in the cache folder config.
Just search the file rename it and put it in the destination folder.
Missing map files can easy be found by using UEd/View/Log ... .


MODEL SCALING AND SUBCLASSING

Now I explain how the new playerclasses were made!
Open UnrealEditor>ActorClasses>Pawn>Bot/PlayerPawn> where the bot and player classes are.
Consider that for certain pawns either the nalifix cowfix multimesh or skeletalcharsfix files need to be loaded first.
Now find the original class you like to edit and right click "new" on the name.
After defining the new package and class name hit in the appearing window under tools - Compile Changed Script.
You must do this for the same bot and player pawn.
Then you can play around with the new classes properties like drawscale fatness ect..
But all changes must be made for bot and playerclass the same way.
Start with the new menu name in the pawn property.
If you edit the drawscale to change the size you must find out the correct collosion height ingame.
Now you can save the new package - hit showpackages and check yours before.
After this copy a int file from the system folder and open it with a text editor.
The new class needs the following text:

[Public]
Object=(Name=MyPackage.MyClass,Class=Class,MetaClass=Botpack.TournamentPlayer,Description="My Class")
Object=(Name=MyPackage.MyClassBot,Class=Class,MetaClass=BotPack.Bot,Description="My Class")

find the correct names under the properties object and pawn.
Save the int file and rename it to your packages name.
You may also compile again by doubleclicking the classes in the browser but I dont know if thats necessary.
Now the new characters should be selectable ingame for bots and players.
If not just try again considering small and big typing and eventually false source classes.


SKINNING

Open the utx viewer program and select the original skin packages in the UT textures folder.
After setting the extract-to option it is possible to export the rightclicked bitmaps.
These pictures can be editet by paint or photo editors (like Adobe PhotoShop)
to change to another look. If not you may temporary convert them to jpgs.
Useful functions are: in the photo editors cut out and insert, change size, black and white,
colour, distort, mirror, lighten or darken, contrast and some more like e.g. sharping or resolution.
In the paint program, most important is the pipette tool which copys colours from the original
picture to use as pencil or paintspray (g.e. the free downloadable GIMP paint program).
Also there is a extremely important function in PhotoShop and GIMP - the fade selected function.
You can enter colours and size in a defined area (lasso) - a absolute must have for best results.
And dont forget to check the different fade brush before trying to spraypaint ect..
Also very useful are semi transparent masks like e.g. a orignial skin about a recoloured.
The texture bmps are quiet dark, so its a good idea to lighten them complete, before painting
and redarken after finishing. Or find the view filter option in GIMP or better-your VideoCard settings!
Some video card settings even allow sharping what is extremely good for finding hidden unclearances.
Its important to keep the textures filetype(bmp) and resolution so scale them down to 256 pxs before inserting.
Afer and before editing the Skin Maker program allows previews and even to set memory
points (if it should not work, try changing the 256 colours by rightclicking the the properties).
Are all textures done use skin maker to compile the skin files and insert all team colour bmps
which can also be the same. Check the skins in the option view also in medium detail what shows mistakes easier.
After editing and inserting a bmp again dont final save the skins -start a all new insert for best results.
More help is given in the SM help file. Theres also a SMopenGLfix download somewhere ... .


MONSTERHUNT MAPPING TIPS

> dont increase all monsters health - it makes the map uninteresting ...
> check out the overall lighting options in levelinfo and skyzoneinfo ...
> use lights more as effects less for shadowing ...
> UEds copy function in the menu tab allows to duplicate contents from other maps ...
> plan your map to the last detail - this allows to make them quick and easy ...
> and dont forget to move the textures of stairs ect. ...
> important - Keep the viewed surfaces (polys) count as low as possible to avoid slowdowns ...
> and in case the viewports arent in place - keep cool goto view>viewports and click closeall/newviewport/configure in this order ...
> also try grid scaling and vertex editing and rightclicking brushes or pivots to snap ...
> for successful bot pathing make the pathline to the goal first before testing alternative ones ...
> and consider that blue pathes need at least 128UUs width ...
> a golden rule to avoid bsp cuts - you can turn any additive brush without substractions into a semisolid ...
> you also may like to combine brushes into one - therefore is the intersect function ...
> to save complex brushes as decoration get the meshmaker tool ...
> subclass projectiles only without monsterhunt loaded ...
> the new so called monsterhunt2 has zero bot support - find the original monsterhunt503 ...
> pawn combat styles > avoidant:-1.0 / cautious: -0.5 / normal: 0.0 / agressive: 0.5 / berserk: 1.0 ...




WINDOWS KEYBOARD COMBOS & MORE

Alt + Tab - exit to windows
Strg + Esc - exit to windows
Strg + Alt + Del - windowws task manager
Type "CMD" under startmenu>excute to enter DOS

_________________
Image GOod STUff HERe <<


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