mallcrasherv09

Is there a map you want that we don't have?
SpecOps
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Re: new map Mall Crasher

Post by SpecOps » Sun Feb 22, 2015 10:46 pm

ive started a fresh build new idea working with ideas you have above ,
I think ive mastered Portals going with airport approach build using multiple subtracted world areas rather than just one large subtracted area so in theroy with messing about i can build outside maps with every area having portals functioning in turn creating a template for building open world maps and now i know how to use vertex editing tool brushes more accurate

Its working progress but new map with using above suggestions much cleaner download below
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new project.zip
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F25_Xanatos
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Re: new map Mall Crasher

Post by F25_Xanatos » Sun Feb 22, 2015 11:32 pm

Yes, I think you will be much happier with that model.

Techincally, you are supposed to "intersect" or "deintersect" all box brushes (not sheets) in case there is some hidden collision you cannot see or fail to see. Those stairs are much better being snapped to the grid. Grids are your friend in this hateful editor. Trust me it will crash or give you HOMs if you don't at some point.

If you are worried about FPS, you could take your sheet background buildings and convert them to one giant static mesh. Let me know if you don't know how to make brushes into SMs. I don't know how much about the editor you know. It will make it easier if we ever build something together.

Here is what I did for an hour tonight.

Changed some lighting and have been adding tunnels.

Image
Image
Image

SpecOps
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Re: new map Mall Crasher

Post by SpecOps » Mon Feb 23, 2015 8:03 am

Techincally, you are supposed to "intersect" or "deintersect" all box brushes (not sheets)

thats pretty coool tool once you persevere when u deintersect or intersect and red brush disappears how do i get it back lol ? other than restarting UE


EDIT this so far only way to build stairs and have portals that i know of ive built stairs and portal'd rooms between floors download below let me know if this is better ?
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new projectupdate.zip
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HeavyMetal
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Re: new map Mall Crasher

Post by HeavyMetal » Mon Feb 23, 2015 3:08 pm

Hey Xanotos and Spec, I agree the map Xan said has an awesome helo :) That beast we are using is just my hack job attempt at a "Stealth Chopper" :? lol I think I worked on it for about 3 hours :D Still fun though :mrgreen:
"I've made up stuff that's turned out to be real, that's the spooky part..." Tom Clancy

SpecOps
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Re: new map Mall Crasher

Post by SpecOps » Tue Feb 24, 2015 9:46 am

heavy mallcrasher map all yours when next online gimme shout ill send you map to add heli etc ive removed downloads and moddb links till heli finished :D players and server related issues all sorted

F25_Xanatos
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Re: new map Mall Crasher

Post by F25_Xanatos » Thu Feb 26, 2015 9:01 am

Sorry for the late reply I have been sick.

1. The red brush resets once you click on cube, stairs, sheet, or cylinder boxes on the left. No need to restart. Otherwise try hitting "B" it should not be disappearing on you. The only way that could happen would be if you are intersecting something really small.

If it truly seems to be gone, you can go through the binoculars icon at the top and click until you find the red brush.

Also, it seems your portals are still going beyond the collision. I know that it technically is lying right on the surface which might be OK, but I avoid overlapping even if they are lying on top of each other.

Image

The green lines should match exactly with the yellow ones (on the left). Not the angled one. You just need them at the entrance which is what you did. It will overlap so you cannot see both.

Look at the bottom of each entrance/portal. What you did there is perfect.

Image

SpecOps
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Re: new map Mall Crasher

Post by SpecOps » Fri Feb 27, 2015 7:39 pm

FINISHED
MallCrasherv04
added something special for OS will have to spawn to see it :D ENABLE ANIMATED GEOMETRY
DOWNLOAD MODDB MIRROR
http://www.moddb.com/games/tom-clancys- ... crasherv04
download FIleDROPPER MIRROR
http://www.filedropper.com/mallcrasherv04


Image




Filecontents[/b]
Textures
ChopShop_T.utx
Doom_T.utx
Drums_T.utx
Mex_T.utx


Static Meshes
Drums_.SM.usx


Map files

MALCRASHERFIX.rsm
MALLCRASHERFIX.rsm.uz
MALLCRASHERFIX.ini



Added Tangos
Added wall collision
Removed light pulse
Removed highspec shader textures in heli
Removed all glass textures and replaced with dx1 texture
Removed large static meshes
Simplified design to give 60 fps everywhere in playable area


Image
Image

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MrJigglyPuff
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Re: New Map Mall Crasher Version 04

Post by MrJigglyPuff » Mon Mar 23, 2015 10:21 pm

Just got thru trying to play MallCrashers V4... very very laggy.
My FPS was dropping very low.
The weird thing is, the first time going thru, it wasnt laggy.
2nd and there on.... bad lag.

just fyi.. but still a good looking map.

Jig
Avast! Ye be a filthy dirty "landlovin" skallywag and I still be... Captain Bottleneck! Marauder of the highseas!
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(cue the theme music!!!)

SpecOps
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Re: New Map Mall Crasher Version 04

Post by SpecOps » Tue Mar 24, 2015 7:29 am

sorry to hear that jig i can only recommend dumpcache and flush in console i use Heavy and sawz for lag testing as they run really low end machines in some way or another they seem to run it ok

if it happens again jigg and carrys on ill rebuild map to suit lag issues , theres alot to load in this map kinda built bigger than i was capable of :mrgreen: thanks for feedback jig

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MrsOni
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Re: New Map Mall Crasher Version 04

Post by MrsOni » Sat Mar 28, 2015 12:06 pm

OK.

Nice work sweeties!

Pardon my silly question,
but where 's the "map" file for "ChopShop"?

I saw the "texture" file for "ChopShop".

...Oni
Freedom is endless ... "Traveller - Sarazar (feat. Circle of Alchemists)"

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