Kreative Korner > Maps & Mapping

KF-Warehouse

(1/3) > >>

Veica:
Made a StaticMesh and then used it as a KFDoorMover, then this showed up. Don't know if it's a serious issue, but it gets on my nerves and makes me worry, Any ideas?



A
|
|
L____   that's part of it right there :D

N3Cr0:
No, but I've tried your map - I wonder how it was be with more ppl
Anyway, I had a spawn bug - the first zombies spawned, but the remaining 21 ones of the first wave were missing :/
However, If you will get it - it would good to add some more stuff - and room ;)

Is this your first map ?

Snipe34:

--- Quote from: xS0NARx on June 23, 2011, 15:55 ---Made a StaticMesh and then used it as a KFDoorMover, then this showed up. Don't know if it's a serious issue, but it gets on my nerves and makes me worry, Any ideas?
--- End quote ---

Not sure what you did, UT is a bitch best of times >< 
No texture on a part of it probably.
Best to delete and redo.  Use Search to find the NULL.  Double click on the yellow triangle! KFDoorMover1 in Search - that will take you to the object, then press delete.


The process of making Static Meshes from BSP:
First, the area where you create your door or construction should be in a room area: in an already subtracted area like the warehouse area.
Next in 'mid-air' - touching no other BSP make your door size with red brush, then click ADD - result in 2d windows is blue lines.
----Note: a texture must be applied to every surface of that construction - maybe that was your problem with NULL.
But there is another possible reason for the NULL- explained later below...
btw: yellow lines cannot be converted to static meshes---

You can get fancy using bsp - redbrush ADD - you can make curves - say a door handle, even like your number 1 in the warehouse.   Converting fancy curves to static meshes will help game speed.

Anyway, the result: your construction is a lot of blue lines.  Select them all and right click Convert > convertToStaticMesh:
PackageName: Mylevel (always use mylevel - a generic name for your maps internal memory)  and the next 2 boxes whatever names you choose for filing away your map's meshes.

Last, delete the blue BSP construction and replace it with your new staticmesh (then Rebuild so bsp disappears from 3dwindow). 

You must place the new static mesh construction in the map.  If you don't, UT will purge your map's mylevel and it will be gone the next time you load the editor.  That too could be the reason for your NULL.... er, NULL means it exists somewhere, but not where it should >< best explanation i have...
Like I said, if you have NULLs use editor Search, double on them in Search to be taken to them and press delete.

Vanico:

--- Quote from: N3Cr0 on June 23, 2011, 16:38 ---No, but I've tried your map - I wonder how it was be with more ppl
Anyway, I had a spawn bug - the first zombies spawned, but the remaining 21 ones of the first wave were missing :/
However, If you will get it - it would good to add some more stuff - and room ;)

Is this your first map ?

--- End quote ---

I've encountered the same problem on my new map.
Is there a way to fix this spawn bug?

Snipe34:

--- Quote from: Vanico on June 23, 2011, 18:00 ---
--- Quote from: N3Cr0 on June 23, 2011, 16:38 ---No, but I've tried your map - I wonder how it was be with more ppl
Anyway, I had a spawn bug - the first zombies spawned, but the remaining 21 ones of the first wave were missing :/
However, If you will get it - it would good to add some more stuff - and room ;)

Is this your first map ?

--- End quote ---

I've encountered the same problem on my new map.
Is there a way to fix this spawn bug?

--- End quote ---


In xSonarx' map to fix his zombie spawn problem, I deleted his ZombieVolumes and placed 3 new in a row.  It was a long passage the players can't access so np, 3 in a row, 4 in a row.  I mean your map Insanity, you could have --rather than 2 single huge volumes-- placed probably 4 on each side - four in a row... eight in a row...  But insanity works ok, we'll leave it alone =D

So i'm saying a lot of small say 128x128, as Hicks recommended, ZombieVolumes scattered around the place are the best way to get zombies to spawn.

 

Navigation

[0] Message Index

[#] Next page

Go to full version