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Author Topic: Level Creation Standards  (Read 50006 times)
Morden Tral
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« on: March 28, 2011, 03:14:14 pm »

I adopted much of what prophet used when he created deathtrap1.udk, his sizing and proportions weren't too bad and I scaled the character based on it so all future maps should probably use these measurements as a standard.


Requirements before mapping:

Tortoise SVN or another reliable SVN client:
http://tortoisesvn.tigris.org/

USE Latest UDK release

The NoX2 project files:
http://nox3d.svn.sourceforge.net/svnroot/nox3d/NewNoX2


As I add to the game you will be able to download the newest / greatest additions through the SVN.

Install UDK Augest to a folder titled "NoX2" and right click on it, go to tortoise svn and "checkout directory", use the nox2 project files link in the checkout location field. Ensure that you are NOT CHECKING OUT to a subfolder in the folder, it will intially try to set destination to "folder/newnox2", delete newnox2 from the path to make sure it writes all of the files into the correct places.

In the folder there are two things you must do first:

\Binaries has Unrealfrontend.exe, create a shortcut to it on your desktop

\Binaries has UDKLift.exe, create a shortcut tot it on your desktop, and then add editor after the path in the target field of the shortcut. IE: "c:\udk\nox2\udklift.exe" editor

Run unrealfrontend.exe and click on make, if everything installed correctly then the game should compile

Then run the new udklift shortcut (you might want to rename is udk editor) and you can get started mapping. UDK Editor specific tutorials are available all around the net, the rest of this post will simply deal with NoX2 specific requirements and issues.




Walls:

Thickness: 16 units thick for interior walls seems good

Length: No more then 512 per section to ensure that the LOS system works correctly, keep in mind that this is only to ensure that the auto LOSVolume creation detailed below is straight and simple. You may use w/e length walls you want if you go back and split the single large LOSVolume created up into smaller 512 long sections.

Height: 192 units, this is a MUST for all walls that use the LOS system, otherwise the characters will be drawn over when jumping.

LOSsystem: You must place LOSVolumes around each wall that you wish the LOS system to be drawn from (this means you can have walls without LOS). The easy way to do this is to select a wall brush, and then go into right click and select all adjacent brushs and holding alt drag them all a little over to the side. This will make a copy of every wall in the map at once, then you right click and select Convert-LOSVolume to turn the copies into LOSVolumes. Just drag the new volumes back to their original location on top of all of the walls and you are good to go.

Windows:

Size and placement: Does not matter

Usage: Place a LOSVolume at the location for the area you want cleared on approach, then go into the LOSVolumes properties and set the var "bIsWindow" to true.

*Note*: If you created the LOSVolumes on the map as detailed in the walls section above then you'll need to delete the single large volume created by that process on that wall section first unless you want the just set the entire wall to windows.

Doors:

Not yet implemented

Items:

Keep in mind that the bottom wall is not drawn or semi transparent like in nox, you must not place items behind it.

Objects:

W/e you feel like, however beware when placing very tall objects near walls that are casting the LOS. It will draw over the top of the mesh as the LOS system is in the HUD level of drawing, not the 3d/rendering level.
« Last Edit: March 21, 2013, 12:30:06 pm by Morden Tral » Logged

Imm0Rtal
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« Reply #1 on: April 07, 2011, 05:14:28 pm »

How bad is it that the walls are not transparent like in the original Nox?

We will have large gaps of the map that players can't see themselves behind..

Isn't this bad?
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Morden Tral
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« Reply #2 on: April 07, 2011, 06:14:03 pm »

No? what exactly do you need to see?

Also the name appears above and the wall height is currently set to where total occlusion is only barely possible. I can even modify the camera angle to be more extreme if I feel like it.
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#zx.pr0jk
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« Reply #3 on: April 08, 2011, 03:34:50 am »

If there's a potion on the ground behind a wall.
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Morden Tral
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« Reply #4 on: April 08, 2011, 11:03:35 am »

Then it gets lost, fuck it. The LOS system literally makes the potion situation impossible to fix unless I start drawing outlines to the hud or manually force them away from walls. It's something that will almost never come up in the first place.

I don't have access to the rendering order without a license so I can't calculate the LOS until AFTER rendering is done so it has to be drawn to the hud.
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« Reply #5 on: April 08, 2011, 02:05:57 pm »

Comes up a lot, actually. But I was just answering:

what exactly do you need to see?
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« Reply #6 on: April 08, 2011, 02:50:29 pm »

It comes up when the potion is auto dropped down on death, its not hard to force items to spread up instead.
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Imm0Rtal
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« Reply #7 on: May 10, 2011, 03:53:31 pm »

Why do you need a license to do this?

Isn't the license dependent on the fact you plan to release this game?
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Morden Tral
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« Reply #8 on: May 10, 2011, 04:19:01 pm »

I don't?

I just don't have source control in the udk so I had to make a hackish LOS system instead of a super clean one. Makes me happy though because unreal themselves told me it'd prob be impossible to do it without source control and I proved em wrong.
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Imm0Rtal
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« Reply #9 on: May 24, 2011, 08:37:56 pm »

Get Source Control
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Morden Tral
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« Reply #10 on: May 25, 2011, 12:38:27 pm »

Give me 20k
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« Reply #11 on: May 25, 2011, 01:49:37 pm »

kkkkkkkkkkkkkkkkkkkk
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« Reply #12 on: May 25, 2011, 08:12:49 pm »

Give me 20k

Your the one in the munnies.. Get a 20K dowry for marrying your girlfriend.  undecided
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« Reply #13 on: March 11, 2013, 12:31:59 am »

Why not just make dropped items temporarily physical props, then freeze them after motion is done
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Imm0Rtal
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« Reply #14 on: March 12, 2013, 02:58:44 am »

Why not just make dropped items temporarily physical props, then freeze them after motion is done

This has nothing to do with the original problem posted in this thread. DURP
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