Ch-ch-ch-ch-changes

Posted 21 March 2001, 19:18 | by | Perma-link

Just so you know, I'm going to change a few bits around before I move out of the two offices I've done, but I'm nearly there. I'm thinking about converting the windows from damageOpenTimed to bumpOpenTimed, that way we can crash through them rather then having to shoot them - bit more fun (Gah, was about to type realistic - how many (closed) windows do you jump through? - Could I make them cause superficial damage? Not sure, might be worth a go though), I'm also going to make the tiles a bit more realistic, as the ceilings aren't randomly covered in tiles, but are mostly white with areas of tiles, so I want to fix that, bit of an arse though as I spent a fair bit of time lining up all those tile textures on each brush %). Ho hum.

Popped in a few path nodes over the weekend so the bots behave a bit better - ie leave their spawn points before they spot another bot/player, go and get some of the guns, and then spot another player and kill them… makes testing it a bit better - I occasionally get hit now, rather than rarely…

Another excuse: I've been a tad busy at work to finish off the windows tutorial, but I'll get it finished soon I'm sure.

Ok, later.

Filed under: Excuses, Games, Unreal

Window tutorial coming

Posted 16 March 2001, 08:38 | by | Perma-link

Just to keep you up to speed, the window tutorial is coming on - need to rework the code a bit for NN again though %), but should be ready soon, then I can carry on with the level - which I'll do over the w/end too :D

Filed under: Games, Unreal

Links to older versions

Posted 13 March 2001, 12:27 | by | Perma-link

Ok, I've added links to all the older versions of the map for now. I may hive them off to a separate page soon though...

Also added links to the updated wellsStreetObjs.u package, which contains the updated lower polygon model of the cabinet, as well as renamed textures etc.

Filed under: Games, Unreal

Been a bit slack recently

Posted 13 March 2001, 10:03 | by | Perma-link

Fine, yes, I've been really slack recently, sorry :(. Anyway, I've gone through a number of incarnations, but only one more level release - version 9.

As I said last week, I've decided to use semi-solid brushes for the desks, with the tops built in the 2D Shape editor and extruded out. I've cut the detail of the curve down from 8 to 4, and this, combined with the low-poly actors for the cabinets, has made it playable again.

I'll finish off the air conditioning units this week hopefully, and at the same time finish the tutorial on windows - I think it will be a bit of a hack, playing around with them again last night to get the screen grabs, I had to leave them as movers - not such a bad thing as you'll see… ;)

Basically I have been having problems with UnrealEd at work - it won't allow me to zoom in (actually, it won't recognise the dual mouse-clicks in any view port >:(), so I've had to take all the screen shots from home, not a real problem, just meant finding some time.

Anyway, that should be available by the end of this week.

Filed under: Games, Unreal

Some progress

Posted 05 March 2001, 11:33 | by | Perma-link

I did manage to do some work on the level over the weekend :D - not a great deal though, but here's where we are at:

Fixed the windows between rooms - these now display their textures properly, and still shatter, have transparency etc, also took a decision on desks.

Due to the limitations of the actors collision radii (ie they are cylindrical - not too good if you have a rectangular desk), and the fact that don't show damage decals, I've decided that the desks can stay as semi-solid brushes within the level, but I've cut their poly-count down. I may take it further if I think I can get away with it. Cabinets will stay as actors though, and will be fine as soon as I can work out where I can change the texture for the wood fragments.

I'm about to do a tutorial on windows, mainly because there are a lot out there, that really go around the houses - either suggesting that you need to make them slightly smaller than the hole, or doing all sorts of odd things, all of which are tosh if you look at some real levels. But you'll be able to find it in the Intermediate Tutorials later this week.

Till next time.

Filed under: Games, Unreal