I got a problem i can´t find a tool, to fix the glass ceiling.
It looks like the result of an earth quake :sbigsmile: .
Should i convert it back to brush and use the surface properties to align it?
I made a traffic light, but i test it with the Triggerlights with flares, but nothing happen. The lamps didn´t turn off, if train comes to station. I put Trigger Light Properties > Display > Skins > Flares.
Can flares turn off, if i trigger them or not?
For the alignment:
If the glass roof is symmetrical, then the best way to align anything is to duplicate the same mesh, then mirror the mesh. You can flip the mesh by typing in a negative value in the DrawScale3D! Not only this will perfectly align your mesh in vertices, but you'll find that your textures will completely line up as well!
For the lighting, it's going to be a bit more tricky.
The way lighting works is that it is precalculated in the editor (that way the game will not eat up the user's resources while playing the game). What this means is that static lighting cannot change in game.
However, dynamic lighting is something that should interest you. Dynamic lighting allows you change lighting in game. While this takes resources (memory usage), you are able to change lighting in game. Bare in mind that shadows will not be calculated in dynamic lighting.
I never liked the TriggerLight actor. It doesn't like me either so I use an alternate method.
I place an emitter. Set the properties:
Light Color...
Light Brightness and color to your liking.
Lighting...
Light Radius to some number.
bDynamicLight to true.
LightType to Steady (You can use Flicker or others here if you want, they should work).
Now to trigger the light on call. I've placed a mover at the light's position (initial Keyframe). It doesn't matter what model it'll be since it'll be invisible. Set the Base Keyframe outside of your world. Set the mover's properties:
Advanced...
bHidden to True (make it invisible)
Collision...
Set everything to false (disable the collision)
Display...
bShadowCast = false (Invisible objects should not cast a shadow)
bStaticLighting = True (optimize)
bUnlit = true (No need to run uneeded calculations. This will speed up "Build Lighting")
Events...
Tag = SomeNewName
Mover...
MoveTime = 0 (instantaneous)
Object...
InitialState = TriggerToggle (so you can trigger it on and off at any time.)
Don't forget to attach the emitter to the mover.
Back to the emitter's properties set these properties in the movement category:
AttachTag = SameNameAsMoverTag
bHardAttach = In case you want to do some rotation.
Of course you'll need a trigger(s) to animate the mover, but I think you got it.
Now give that a shot, and let me know how you do :)
Notes: You are allowed to attach multiple emitters to one mover (saves channels).
If you want to have coronas, I haven't tested moving light bulbs so I can't guarantee that coronas will follow the mover. I always used the emitter's particle system to generate the coronas (flares) for my light.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will. FFE466
Thank you very much Ant :sclapping: with the ceiling glass problem and with the traffic lights i found a way. LoL i just forgot to test it, but it is working finally :sbigsmile: .
I spent a lot of time on this object. Here it is from the german train company - Deutsche Bahn - The first Inter City Express for Unreal Tournament 2k4 :cheers: :cheers: :cheers: .
I will add the wheels from trainstation and everything is ok.
Sorry Ant, but I will need another week to finish the trainstation. It was a busy week :sdoh: .
Apok@lypse wrote:Sorry Ant, but I will need another week to finish the trainstation. It was a busy week :sdoh:
There isn't a need to apologize. It's wise to prioritize in getting real life tasks done first before gaming; you've demonstrated your ability to make the right decisions. There's no hurry in getting your project done.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will. FFE466
Because if i build some, all players can hide and camp inside. This means the map will be easy and boring.
The best way is, if i build them and use limtation volumes and some anti camping volumes :sgiggle: .
I didn´t find any steelwheels in DM-Trainstation. LOL :sbigsmile: . Ithought there where some wheels under the train, but nothing.
I will make it same :idea: . I tried to keep the size of the train small like a low poly mesh. The train has 102 triangles in mesh browser :thumbright: .
If you're still looking for some examples of train wheels, see if you have a copy of ONS-Nevermore on your machine. I know there are train cars on that map...bit rusty and abandoned looking though. Not sure what package was used to make them offhand...mabye the AlleriaHardware static meshes? Anyhow...even if they aren't what you're looking for, at least they'll give you a frame of reference.
KKat
Karma...a term that comprises the entire cycle of cause & effect... Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Thank you KarmaKat :ssmile: .
Where can i download this map ONS-Nevermore? Only from the server or is it in the FileFront site? Maybe i join server, if the map is in action.
Something about the Sissy Anniversary map.
The map is 14 MB big. Which size is not playable on server?
A map that takes up a full gig is too large. Looks like you got long ways to go before you should worry about size ;)
But seriously, size shouldn't be a concern unless you're wasting memory (ie: having a slide show displaying the first 40 minutes of some movie, or having an imported song for every wave, imported textures aren't compressed, etc...) I doubt you don't do anything like this so you'll be okay.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will. FFE466
Apok@lypse wrote:Thank you KarmaKat :ssmile: .
Where can i download this map ONS-Nevermore? Only from the server or is it in the FileFront site? Maybe i join server, if the map is in action.
Something about the Sissy Anniversary map.
The map is 14 MB big. Which size is not playable on server?
Apo :sbigsmile:
I sent you an email with the map file attached...hope it makes it! Let me know if you're missing any files that are related to ONS-Nevermore.
As for file sizes....stuff in the 50-60 meg range are probably the biggest we've had or currently have on the server. They squash down pretty well with uztool. ;) Any maps over this size and you'll be making some players face pretty long downloads..which isn't all that bad for ONS but could possibly cause Monster Mashers to miss 2-3 waves (or more if the maps is on early waves). You still have some "wiggle room" if you're at 14MB. :sbigsmile:
KKat
Karma...a term that comprises the entire cycle of cause & effect... Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Thanky you very much KarmaKat :ssmile: ,
The wheels are perfect. Only i need to do is to have only the wheels.
I have an idea :idea: . I will convert it to brush and then intersect only the wheels then add and then again convert but in static mesh. That´s it :cheers: .
I add some meshes in DM-SC-Anniversary-HB-SE. Now it´s 16,7 MB and 4 rooms are ready :banana: .