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Old 10-13-2011, 04:11 PM   #1
Crusha K. Rool
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Exclamation UltimateMappingTools [You can track the Min)o( on the radar!]
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After more than one year of tedious work and testing and bugfixing and getting overwhelmed with new ideas that want to be implemented, I now managed to actually put out a release!

http://wiki.beyondunreal.com/User:Cr...teMappingTools
(Download link on that page, together with the manual)


In case you didn't hear about my project before:
UMT is a toolset that I created with the goal to put together one single package that would be enough to make any mapper happy without ever feeling like there is something missing.
For this purpose did I code a lot myself but also gathered, with the permissions of the authors, scripts scattered all over the web and bundled them here.
So included are also:
  • Some tools from Jailbreak (renamed to avoid potential conflicts) and Wormbo in general
  • Nova's TeamSpecificActors
  • MarZer's DynamicWeatherActors
  • KillBait's VehicleTeleporter
  • Party Boy's ParallaxSkyZoneInfo
  • Unkown author's KarmaThing


Some highlights from my own stuff:
  • UltimateVehicleFactory (for ONS and VCTF/any gametype separately)
    You can tweak every detail that could matter for balancing. You can even track the vehicle on the radar map, like Leviathans in UT3 are tracked!
  • CullDistanceVolume
    Just put this Volume around your map and it will assign CullDistances based on the mesh's size. A very quick and very efficient way to gain performance. I gained more than 100% average performance in my test map and up to 40 frames difference for both, Min and Max FPS.
  • UltimateRadarMap
    A single Actor that you place in your map and it will give you an ONS-like minimap. It supports tracking of GameObjectives in all default UT2k4 gametypes and 4-teams gametypes as well as Multi-Bombing Run and Triple Domination.
  • UltimateDestroyableEnvironemt
    Looks like a plain StaticMeshActor and behaves in any other way like one, but in fact can this Actor change it's whole appearance based on damage that it takes. It can even spawn physically simulated KActors as wreckage that work in online games.
  • LogicGate
    AND, OR, XOR, NOT, NAND and NOR find their way into the trigger system of the UE2. Together with a whole lot of new Trigger-related Actors and ScriptedActions can you create completely new gameplay mechanics in maps.


Enjoy it and let me know what you think and report any bugs you encounter, although I really hope there are none left after all that testing.

I will provide an example map that puts some of this stuff (like tracking a tank on the radar map) to use soon.
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Old 10-13-2011, 11:16 PM   #2
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Oh sweet, glad to see this finally get a proper release! Maybe I should go update my maps...
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Old 10-14-2011, 08:57 AM   #3
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Sounds like a shit load of work and beyond my comprehension.

In the words of Darth Vader, "impressive.... most impressive".
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Old 10-14-2011, 12:49 PM   #4
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Awesome work! You guys have extended the sh*t out of this stuff!
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Old 10-14-2011, 09:10 PM   #5
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Wow, this sounds like a lot of fun to map with. Are the startwithweaponsplayerstarts included?
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Old 10-14-2011, 10:13 PM   #6
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Of course.

And you can easily replace all PlayerStarts in an existing map:

Rightclick on PlayerStart
Select All -> PlayerStart
CTRL + X
Open Notepad
CTRL + V
CTRL + H
Search for "PlayerStart"
Replace with "LockerWeaponsPlayerStart"
Replace All
CTRL + A
CTRL + C
Leftclick in editor viewport
CTRL + V

Done.
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Old 10-15-2011, 07:10 AM   #7
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Before doing, you should set the grid size to 32. After pasting you will have to move the new stuff one grid unit in each negative axis direction. I'm not sure why, but the editor always adds 32 to all three location components when pasting.
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Old 10-15-2011, 05:30 PM   #8
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Nice. I'll have to try this when I get back into mapping.
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Old 10-16-2011, 02:13 AM   #9
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Quote:
Originally Posted by Wormbo View Post
Before doing, you should set the grid size to 32. After pasting you will have to move the new stuff one grid unit in each negative axis direction. I'm not sure why, but the editor always adds 32 to all three location components when pasting.
Ah, so it's not just me! I had this problem when working with Postal 2 (another Unreal Engine game)'s editor as well as UT2004. Quite unusual behavior.
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Old 10-16-2011, 10:50 AM   #10
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It really does that on purpose. Pasting adds (32,32,32), while duplicating adds (gridsize,gridsize,0).
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Old 10-21-2011, 10:58 PM   #11
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Well that didn't take long. I planted the UltimateONSFactories into a new version of MTMU-Kamek, added the settings for the Min)o(taur, and went to give it a test run. Boom, crash. What's DWeather?

Code:
Log: Log file open, 10/21/11 22:56:26
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7600)
Init: Version: 3369 (128.29)
Init: Compiled: Nov 23 2005 16:23:34
Init: Command line: Autoplay.ut2?NumBots=0 HWND=3344830 -log
Init: Character set: Unicode
Init: Base directory: C:\UT2004\System\
Init: Ini:UT2004.ini   UserIni:User.ini
Init: Build label: UT2004 Build UT2004_Build_[2005-11-23_16.22]
Init: Object subsystem initialized
Log:     nvd3dum.dll/NVIDIA GeForce 8400GS
Log:     nvd3dum.dll/NVIDIA GeForce 8400GS
Log: Game class is 'GameInfo'
Log: Bringing Level Entry.myLevel up for play (0) appSeconds: 2.211000...
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
Log: Browse: Autoplay.ut2?Name=Kamek?Class=Engine.Pawn?Character=Sapphire?team=255?Sex=F?NumBots=0
Warning: Failed to load 'DWeather': Can't find file for package 'DWeather'
Warning: Failed to load 'UltimateMappingTools': Can't find file for package 'DWeather'
Warning: Failed to load 'Autoplay.ut2': Can't find file for package 'DWeather'
Warning: Failed to load 'Level None.MyLevel': Can't find file for package 'DWeather'
Critical: Failed to enter Autoplay.ut2?NumBots=0: Can't find file for package 'DWeather'
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Critical: UGameEngine::Init
Critical: InitEngine
Critical: FMallocWindows::Free
Localization: No localization: Window.IDDIALOG_CrashBox.IDC_CrashBox (int)
Exit: Exiting.
Log: FileManager: Reading 0 GByte 37 MByte 584 KByte 116 Bytes from HD took 0.308000 seconds (0.221000 reading, 0.087000 seeking).
Log: FileManager: 0.112000 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 10/21/11 22:56:32
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Old 10-22-2011, 06:45 AM   #12
Crusha K. Rool
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Hmm, looks like I still have some references in code that point to the original DynamicWeather package from MarZer. It was probably in the EditPackages list during compilation for some reason. Will recompile and upload it again.
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Old 10-22-2011, 08:15 PM   #13
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Ok, should be fixed now. The DWeater scripts where referencing an external texture package that I did not include. I copied it's contents into UltimateMappingTools_Tex.utx now and relinked the references. Additionally does it also require three meshes from a DWeather-smesh.usx, which I included with the download now and which you need to provide with your map as well if you use these tools.

I updated the file on the server, so you can download it from the same URL as the old one. Give it a go and tell me if that fixed the problem.
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Old 10-23-2011, 02:10 AM   #14
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Looks like it's still relying on the DWeather package.



Code:
Log: Log file open, 10/23/11 01:58:03
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7600)
Init: Version: 3369 (128.29)
Init: Compiled: Nov 23 2005 16:23:34
Init: Command line: Autoplay.ut2?NumBots=0 HWND=10291970 -log
Init: Character set: Unicode
Init: Base directory: C:\UT2004\System\
Init: Ini:UT2004.ini   UserIni:User.ini
Init: Build label: UT2004 Build UT2004_Build_[2005-11-23_16.22]
Init: Object subsystem initialized
Log:     nvd3dum.dll/NVIDIA GeForce 8400GS
Log:     nvd3dum.dll/NVIDIA GeForce 8400GS
Log: Game class is 'GameInfo'
Log: Bringing Level Entry.myLevel up for play (0) appSeconds: 2.410000...
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
Log: Browse: Autoplay.ut2?Name=Kamek?Class=Engine.Pawn?Character=Sapphire?team=255?Sex=F?NumBots=0
Warning: Failed to load 'DWeather': Can't find file for package 'DWeather'
Warning: Failed to load 'UltimateMappingTools': Can't find file for package 'DWeather'
Warning: Failed to load 'Autoplay.ut2': Can't find file for package 'DWeather'
Warning: Failed to load 'Level None.MyLevel': Can't find file for package 'DWeather'
Critical: Failed to enter Autoplay.ut2?NumBots=0: Can't find file for package 'DWeather'
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Critical: UGameEngine::Init
Critical: InitEngine
Critical: FMallocWindows::Free
Localization: No localization: Window.IDDIALOG_CrashBox.IDC_CrashBox (int)
Exit: Exiting.
Log: FileManager: Reading 0 GByte 37 MByte 583 KByte 804 Bytes from HD took 0.348000 seconds (0.268000 reading, 0.080000 seeking).
Log: FileManager: 0.145000 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 10/23/11 01:58:37
And if it helps any, the list of dependences (according to UTPT):



Meteor hazards? Sounds like a weather condition I need to implement into a map somehow
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Old 10-23-2011, 09:40 AM   #15
Crusha K. Rool
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Did you try the stuff in a clean map or the one you used last time?

EDIT: Nevermind, I found some hardcoded references. No idea how those slipped me before.

EDIT2: Ok, updated the file. Try it again.
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Old 10-23-2011, 10:22 AM   #16
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I also added a download link to the Wiki page for a VCTF test map that shows off some of the DynamicWeather features. It was made by MarZer for his original package.
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Old 10-23-2011, 05:57 PM   #17
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Okay, finally got a running map!

bRadarFade doesn't work quite the way I envisioned it... I was thinking it would work like a sonar-type deal, it would "blip" in and then fade out, only to repeat every RadarUpdateTime seconds... instead, it fades IN and then disappears every RadarUpdateTime seconds. Additionally, the texture drawn on the radar continues to update its position on the map even between the RadarUpdateTime interval.

Here are the settings I used, maybe I did something wrong? (Settings are working fine for the owner team, at least!)

Spoiler!
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Old 10-24-2011, 05:08 PM   #18
Crusha K. Rool
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Have to admit that I never tried the fading so far. Back to the scratch board then, but will probably be just a small change.
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Old 10-25-2011, 05:35 PM   #19
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Vehicles spawned by UltimateONSFactories, if left untouched, do not disappear when the corresponding node is destroyed. Is there a toggle for this that I missed?
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Old 10-25-2011, 05:55 PM   #20
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Hmm, not really.

The following conditions lead to the destruction of a vehicle, as defined by the Node:

Code:
foreach DynamicActors(class'ONSVehicle', V)
    if (V.bTeamLocked && V.Health > 0 && ClosestTo(V) == self)
        V.Destroy();
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