DB-PitfallBeta1
Moderators: Jay2k1, DavidM, The_One
Terrain: http://udn.epicgames.com/pub/Content/CreatingTerrain/
Epic maps use a lot of different values for x-size and y-size (power of 2 only). The higher the value the smaller the grid. I would suggest no higher than 128 for your map. I think 64 would be enough for your map. (make sure your layers use the same size).
The above is the size of the grid, not the terrain. In the terrain info actor that will be created following the tutorial - open up it's properties>Terraininfo>terrain scale>x, y and z. Size it to your room.
Follow the other tutorials http://udn.epicgames.com/pub/Content/TerrainTutorial/
Make sure you adjust your strength down. Try around 25 and adjust it from there.
Tip: Set your inner and outer radius to 1 for one vertex at a time editing. I use this a lot for fine detail adjusting.
Tip: you shouldn't need to use the vertex editing tool. Stick with painting to raise and lower your tarrain
Epic maps use a lot of different values for x-size and y-size (power of 2 only). The higher the value the smaller the grid. I would suggest no higher than 128 for your map. I think 64 would be enough for your map. (make sure your layers use the same size).
The above is the size of the grid, not the terrain. In the terrain info actor that will be created following the tutorial - open up it's properties>Terraininfo>terrain scale>x, y and z. Size it to your room.
Follow the other tutorials http://udn.epicgames.com/pub/Content/TerrainTutorial/
Make sure you adjust your strength down. Try around 25 and adjust it from there.
Tip: Set your inner and outer radius to 1 for one vertex at a time editing. I use this a lot for fine detail adjusting.
Tip: you shouldn't need to use the vertex editing tool. Stick with painting to raise and lower your tarrain
Last edited by Twigstir on 01-12-2003 21:16, edited 1 time in total.
Zone portals: http://www.leveldesigner.com/index.php? ... doc&ID=170
They didn't mention it but, you need a zone info actor for each zone I believe.
http://216.239.37.104/search?q=cache:v- ... n&ie=UTF-8
With zone portals you should be able to crank up the detail of your bottom area without hurting FPS.
They didn't mention it but, you need a zone info actor for each zone I believe.
http://216.239.37.104/search?q=cache:v- ... n&ie=UTF-8
With zone portals you should be able to crank up the detail of your bottom area without hurting FPS.
Last edited by Twigstir on 01-12-2003 21:37, edited 1 time in total.
thank you, you've been an awesome help.
I still can't for the life of me get a terrain to work. i've been trying in a new map (for test sakes) just one big room with the properties like it says and nothin. i'll give it some more looking into later tommorrow (or today for that matter) too bad the tutorials don't come with example maps
I still can't for the life of me get a terrain to work. i've been trying in a new map (for test sakes) just one big room with the properties like it says and nothin. i'll give it some more looking into later tommorrow (or today for that matter) too bad the tutorials don't come with example maps

If you follow the UDN tutorial exactly (except for the alpha channels) you should have terrain. Make sure the Alpha channels are correct (I believe you need to adjust them)
" Alpha channels represent a standard method of conveying transparency in many 3D applications, including UnrealEd. For the purposes of terrain made in UnrealEd, as you're working with layers, know that an AlphaFill with a value of zero will show the texture with 100% opacity, that is completely visible. An AlphaFill set to 255 and a black color will show the layer as completely transparent. With this in mind, you always want to have a base level—that is the very first layer—that is white with an Alpha of 0 for your terrain to appear. Setting all three RGB values to 255 will create a white color.properties or you'll have a texture that is too small on your terrain.
Al
Now that you understand the reasoning behind AlphaFill, set up your base level with an Alpha, A, of 0, and set each value for RGB to 255, then click on OK.
Before you're able to see your terrain appear, we need to tell the editor what texture to use. Open up the Texture Browser and then open the ArboreaTerrain texture package. This package has a number of great woodsy textures that we can use.
In the Texture Browser window, select Sand01AR then close or minimize the Texture Browser. This texture is a nice dirt texture.
Back in the Terrain Editor window, make sure that the Base_Layer that we just configured is highlighted. Again, the Terrain editor is a little picky, so you may have to click on it a couple of times. (I actually find that if you click on the dark areas next to the text for each layer, it's easier to select the layers.) Right-click on the Base_Layer and choose Set Texture from current in the right-click menu.
Finally, click on Build All. "
From this turorial: http://www.planetunreal.com/architecton ... part6.html
" Alpha channels represent a standard method of conveying transparency in many 3D applications, including UnrealEd. For the purposes of terrain made in UnrealEd, as you're working with layers, know that an AlphaFill with a value of zero will show the texture with 100% opacity, that is completely visible. An AlphaFill set to 255 and a black color will show the layer as completely transparent. With this in mind, you always want to have a base level—that is the very first layer—that is white with an Alpha of 0 for your terrain to appear. Setting all three RGB values to 255 will create a white color.properties or you'll have a texture that is too small on your terrain.
Al
Now that you understand the reasoning behind AlphaFill, set up your base level with an Alpha, A, of 0, and set each value for RGB to 255, then click on OK.
Before you're able to see your terrain appear, we need to tell the editor what texture to use. Open up the Texture Browser and then open the ArboreaTerrain texture package. This package has a number of great woodsy textures that we can use.
In the Texture Browser window, select Sand01AR then close or minimize the Texture Browser. This texture is a nice dirt texture.
Back in the Terrain Editor window, make sure that the Base_Layer that we just configured is highlighted. Again, the Terrain editor is a little picky, so you may have to click on it a couple of times. (I actually find that if you click on the dark areas next to the text for each layer, it's easier to select the layers.) Right-click on the Base_Layer and choose Set Texture from current in the right-click menu.
Finally, click on Build All. "
From this turorial: http://www.planetunreal.com/architecton ... part6.html
ok i finally get the terrain to work. it just wasnt showing up for some reason till i would edit the terrain actor and chance the size values, even if it was to the same number it already said 
So thats done. nearly done with the next and hopefully last beta release for you guys to scope out. my comp sucks and I havnt noticed any performance problems so i havnt put in any zone portals.

So thats done. nearly done with the next and hopefully last beta release for you guys to scope out. my comp sucks and I havnt noticed any performance problems so i havnt put in any zone portals.
Your zone portal should be placed in the 6 paths to the bottom area. Place them pretty far down in a dark spot. If you look at epic maps I believe the sheet/portal brushes are over sized.
If you look at DM-Antalus, the cave has two zone portals for each entrance so I would suggest adding two for each of yours with a zone info actor for each between area just like Antalus. I'm no expert. I'm assuming they know more than I and set it up correctly for best performance. Don't forget to set the bottom zone info actor to allow terrain.
If you look at DM-Antalus, the cave has two zone portals for each entrance so I would suggest adding two for each of yours with a zone info actor for each between area just like Antalus. I'm no expert. I'm assuming they know more than I and set it up correctly for best performance. Don't forget to set the bottom zone info actor to allow terrain.
I've been messing with the zone portals a little. right now its just a matter of fixing it up so when you look down the hole it doenst look clear. and then when you fall in it. it turns into an orangish fog suddenly. I think i'm going to stick a smokish texture up near the top over the zone portal so when you look down you see that misting around then when you pass through it'll turn into a foggy area
other then that I fixed up mostly everything, I decided to stick with the two fire doors. I tried to make some caves but nothing looked right to me, pretty close to a last beta (I hope)
other then that I fixed up mostly everything, I decided to stick with the two fire doors. I tried to make some caves but nothing looked right to me, pretty close to a last beta (I hope)
another beta woo!
this is probably the last beta i would call if final but its gotten no real testing to know for sure if anything needs changing.
http://www.anatomyofillusion.com/deathb ... lbeta4.zip
enjoy!
http://www.anatomyofillusion.com/deathb ... lbeta4.zip
enjoy!
I'll have it up on the server soon.
P.S. what are the lines in the radar?
P.S. what are the lines in the radar?
Last edited by Twigstir on 23-12-2003 21:13, edited 1 time in total.