63 zone limit? & other questions
Posted: 26 Oct 2013, 19:16
hey guys. just how shoe selling spambots got past that damned 'capcha' security deterrent is beyond me!
im not a spam bot :D
just a noob, sorry i'm 10yrs late to doing something for Deus Ex, real life (tm) got in the way.
so some catchup questions: (sorry if i ask badly, feel free to rage)
questions:
#1) How many Zones does UnrealEd1_DX support? i find answer of 63 on beyond unreal for ut, is it same?
#2) Possible to overuse Zoneinfo? is it bad form to make lots of zone infos? because lighting seems a bit bugged in some areas of my maps (staircases in particular) ie. walls completely not illuminated even tho light actor only 32uu away... so i am using zoneinfo with ambient brightness 4 in those zones, while leaving levelinfo at 0, along with pain zones, water, outside etc this might be alot, any possible problems when sitting in zone.X with ambient lighting = 0, looking out window at zone.Z with BRIGHT OUTDOOR ambient lighting and also seeing zone.Y to side with ambient lighting= 2/4 (stairwell?) or other such zone property differences..
#3) Is it possible to trigger off an Unlit surface property of a texture? example: do some walking, maybe some talking, make a thing go BOOM, lights triggered off. oohhhh spooky, but unlit textures are still there... (refer to sshot for really obvious flaw when leaving via walking upstairs)
#3b) if #3 not possible, i looked for ages thru triggers and did not find anything how to hide? are movers located 'to first' or 'to last' of brushwork? semisolid at that, can i trigger movers to hide unlit textures? or is it easier just to make pre-BOOM lvl1, post BOOM lvl2?
#4) What is the upper limit on the complexity of a mover? lvl in question is an underground train station at moment, and hence it needs a train, and i want it to be triggered to rush past and crush a kitten. jokes. is there a limit on polys or overall size or the number of attached bits, ie sparks, noise and lights etc. i did a little experimenting with my truck model (4000polys) but i made it before i knew proper on the grid vertex snapping :(. it moved but had invisible lines running vertical at every surface intersection.
#5) Do movers need to snap to the grid? basically i have lots of .t3d/.unr prefab furniture i made, aprox 250 - 500polys each. all of these prefabs use small grid, down to 2 and 1 :\. are they useless? at moment (as adds/subs or .t3d import prefabs) they freeze the editor when i add lights, will making them movers (ie breakable wall / wood fragments) make them usable?
#6) What is the .u3d format used for?, under Brush/Save. Photoshop takes about 2mins before giving me an error and crashing
hope that was how it works and stuff. im sure ill have more to ask later. thanks veteran coolguys
incase anyone cares i did play dxmp for a tiny bit in highschool, almost 10yrs ago.. as meatsack (a rather bastardized phonetic wordplay of my surname). it was only in pcpowerplay oz server tho.
also some extra new to forum questions: what resolution to use when adding sshots?
im not a spam bot :D
just a noob, sorry i'm 10yrs late to doing something for Deus Ex, real life (tm) got in the way.
so some catchup questions: (sorry if i ask badly, feel free to rage)
questions:
#1) How many Zones does UnrealEd1_DX support? i find answer of 63 on beyond unreal for ut, is it same?
#2) Possible to overuse Zoneinfo? is it bad form to make lots of zone infos? because lighting seems a bit bugged in some areas of my maps (staircases in particular) ie. walls completely not illuminated even tho light actor only 32uu away... so i am using zoneinfo with ambient brightness 4 in those zones, while leaving levelinfo at 0, along with pain zones, water, outside etc this might be alot, any possible problems when sitting in zone.X with ambient lighting = 0, looking out window at zone.Z with BRIGHT OUTDOOR ambient lighting and also seeing zone.Y to side with ambient lighting= 2/4 (stairwell?) or other such zone property differences..
#3) Is it possible to trigger off an Unlit surface property of a texture? example: do some walking, maybe some talking, make a thing go BOOM, lights triggered off. oohhhh spooky, but unlit textures are still there... (refer to sshot for really obvious flaw when leaving via walking upstairs)
#3b) if #3 not possible, i looked for ages thru triggers and did not find anything how to hide? are movers located 'to first' or 'to last' of brushwork? semisolid at that, can i trigger movers to hide unlit textures? or is it easier just to make pre-BOOM lvl1, post BOOM lvl2?
#4) What is the upper limit on the complexity of a mover? lvl in question is an underground train station at moment, and hence it needs a train, and i want it to be triggered to rush past and crush a kitten. jokes. is there a limit on polys or overall size or the number of attached bits, ie sparks, noise and lights etc. i did a little experimenting with my truck model (4000polys) but i made it before i knew proper on the grid vertex snapping :(. it moved but had invisible lines running vertical at every surface intersection.
#5) Do movers need to snap to the grid? basically i have lots of .t3d/.unr prefab furniture i made, aprox 250 - 500polys each. all of these prefabs use small grid, down to 2 and 1 :\. are they useless? at moment (as adds/subs or .t3d import prefabs) they freeze the editor when i add lights, will making them movers (ie breakable wall / wood fragments) make them usable?
#6) What is the .u3d format used for?, under Brush/Save. Photoshop takes about 2mins before giving me an error and crashing
hope that was how it works and stuff. im sure ill have more to ask later. thanks veteran coolguys
incase anyone cares i did play dxmp for a tiny bit in highschool, almost 10yrs ago.. as meatsack (a rather bastardized phonetic wordplay of my surname). it was only in pcpowerplay oz server tho.
also some extra new to forum questions: what resolution to use when adding sshots?