Sandcrawler Network

Unreal Modder's Haven => Maps in Progress => Topic started by: RC-1266 on January 21, 2009, 07:58:14 AM

Title: Open Office
Post by: RC-1266 on January 21, 2009, 07:58:14 AM
Yay currently I am working on a new map, named dm_openoffice
Right now I am experimenting a bit with karma props. Progress can be seen here:
http://www.xfire.com/video/64df0/ (http://www.xfire.com/video/64df0/)

I made the karma props en normal props visible for clients (by setting the bClient-stuff in Hidden to True), but the transistion effects can't be seen by clients, which is quite a problem. Switching the role to ROLE_SimulatedProxy only makes them undestroyable.

Also I need some help with the doors: about 50% rotates via the wrong direction.

More of my comments about this map can be read at the xfire video page.
Title: Re: Open Office
Post by: Sandcrawler on January 21, 2009, 08:39:40 AM
Hey on the doors you need to redo the mover stuff when you do them, you said you just copy and pasted them all and thats the problum I think. The movers still want to open to the one side no matter if you rotate them.

So try that and let me know if that helps.
Title: Re: Open Office
Post by: RC-1266 on January 21, 2009, 10:18:20 PM
well that could be it indeed. i copied the movers but i re-did the keypoints, but the rotation-direction could be saved into the mover itself (i hope you understand what i mean :mrgreen: )

ill try that then.
Title: Re: Open Office
Post by: RC-1266 on January 22, 2009, 10:29:11 AM
ah yes it works indeed now, so thanks for the hint Sandcrawler  :D  :D  :D  :D  :D  :D  :D

i still have the issue of the invisibility of the props effects.  :|

also i wonder if it's possible to make karma props glide/slide over the floor when a player bumps them with his body.   :?

anyway this will take a lot of time before it's finished, which is because I don't want to rush things over, and have a good, working map.  ;)

also i'd like to hear some suggestions, although i might not use them.
Title: Re: Open Office
Post by: andyt on January 28, 2009, 10:13:18 PM
I am new at this i mean very new how can i have normal clone amor
Title: Re: Open Office
Post by: RC-1266 on January 28, 2009, 11:58:52 PM
Quote from: "andyt"I am new at this i mean very new how can i have normal clone amor
wrong topic. this one is to discuss the map project i'm working on  :?
Title: Re: Open Office
Post by: JPC on January 29, 2009, 11:44:16 AM
This looks badass, I hope you succeed on this map.  Also, it'd make a great submission to fpsbanana, give this map some advertising of some sort.
Title: Re: Open Office
Post by: RC-1266 on January 29, 2009, 10:24:39 PM
yo i will. i was planning already on posting it on all big clansites after it was finished, so more people would get it than they usually would.

by the way, i posted an update vid (with sound!)
http://www.xfire.com/video/6d5b8/ (http://www.xfire.com/video/6d5b8/)
Title: Re: Open Office
Post by: JPC on February 03, 2009, 08:11:44 PM
Looks great.
Title: Re: Open Office
Post by: SandViper on February 16, 2009, 08:53:08 PM
Very Nice Map. My only suggestion is a bathroom. Every office has a bathroom. But the map would still be great without one! :P

Can't wait to play it.
Title: Re: Open Office
Post by: RC-1266 on February 16, 2009, 10:02:47 PM
yeah i've been thinking of making toilets with triggers so the seats go up and down XD
Title: Re: Open Office
Post by: DS HP on March 17, 2009, 07:01:04 AM
yeah most people ask me if I can send it allready, I really hope its done soon ;)

en Marcel je kunt ook altijd 2 versies maken: een kleinere en een wat grotere zegma
Title: Re: Open Office
Post by: 1eS_Shit_SpiriT on May 15, 2009, 08:16:23 AM
Nice map.
I'm looking forward to this project (If you didn't give it up - hopefully not!)
Title: Re: Open Office
Post by: RC-1266 on June 16, 2009, 04:20:16 AM
nope, i'm planning on finishing it this summer.
Title: Re: Open Office
Post by: 1eS_Shit_SpiriT on June 17, 2009, 04:08:21 AM
Sounds good.
Thanks for the reply  ;)
Title: Re: Open Office
Post by: icepwn on June 21, 2009, 04:17:24 PM
Cool to see people still visiting this site :)
Title: Re: Open Office
Post by: PeeWeeShooter on July 13, 2009, 05:32:22 PM
Quote from: "icepwn"Cool to see people still visiting this site :)
And that people still joining up!   This is soundin great but if youve got any progress post up some pics ;)
Title: Re: Open Office
Post by: powers2005 on July 19, 2009, 07:09:36 AM
How did you manage to make the glass shatter? the only thing i could think of was coping from one of the SP maps.
Title: Re: Open Office
Post by: frazscotland on October 13, 2009, 04:10:42 PM
nope, i'm planning on finishing it this summer.

hows the map coming along.? cant wait to see it .regards  8-)
Title: Re: Open Office
Post by: RC-1266 on October 14, 2009, 03:11:21 PM
I thought I would have enough tim in summer holiday, but I hadn't.
Now I still don't actually, but I really want to get it finished.
I've a new computer now, I will pick it up as soon as I get my UnrealEd working again (weird black viewport bug).

I did the shattering glass effects by converting a brush to a static mesh, and that static mesh to a prop with health and a death effect.
The only problem is that the death effect won't be displayed in multiplayer, though it's still possible to hear sounds.
If someone figures out a way to get it visible in MP, please post it, because that would be completely awesome.

So I've still lits of work to do, but at least I take time I don't have for it now ;)
Title: Re: Open Office
Post by: frazscotland on October 25, 2009, 05:06:30 PM
perhaps you could make 2 versions in an installer like crater ? 1 asa singlplayer mission like search for sev with bots in and 2 a more basic for multiplayer. but the clikinstaller can hav multiple extract files to diffrnt points from anyways. maps,textures ,sytem files  . best regards with it nyways fraz  looks amazin 8-)
Title: Re: Open Office
Post by: RC-1266 on October 26, 2009, 10:14:26 AM
Yeah I was thinking about doing that as well, but the power of the map is all the moveable props and destroyable glass... So I cancelled working on it until I find a more proper solution.
Title: Re: Open Office
Post by: frazscotland on October 26, 2009, 11:51:41 PM
yes but even if you hav updated system files like karma or movers or whatever u kan include that with the clikinstaller to extract. so its not that big a prob it jus means that everyone wil have to update a few files withit. cos this looks to good a proj to get stumped.  :cry:  u kan even do a clikinstaller with original values included inside a clikinstaller to extract to game data folder so ppl can revert to original settings with any mod u make. iv done it for someone elses mod. lol i modded a mod. :oops: