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MAPPING TOOLS: Path Node Gun and Brush Gun

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User avatar Buff Skeleton
>:E >:E
Posts: 4173
Joined: 15 Dec 2007, 00:46

Subject: Re: Path Node Gun Script

Post Posted: 25 Jan 2013, 06:05

That is... amazing.
Image

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Path Node Gun Script

Post Posted: 25 Jan 2013, 09:56

It's my version of NyLeve in my 227i, yep.

This gun is for creating brushes that later will be turned to static meshes (terrain sheets mostly) as it is very difficult (for now) to create brush with polygons that have right normal.

Still, I've got some ideas how to enhance this, maybe will work better.

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: Path Node Gun Script

Post Posted: 25 Jan 2013, 13:24

jesus it happened
geometry loses its first battle against Weapons.
ImageImage

NaPaliShore
Skaarj Warrior Skaarj Warrior
Posts: 78
Joined: 25 Nov 2011, 02:05

Subject: Re: Path Node Gun Script

Post Posted: 26 Jan 2013, 03:40

Z-enzyme wrote:It's my version of NyLeve in my 227i, yep.


Sorry to go off topic, but is your version of Nyleve available somewhere for download? I haven't got around to installing 227i yet, but I might do it in order to check out that level! :)

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Path Node Gun Script

Post Posted: 26 Jan 2013, 14:42

Well, it's not much different - it's got like 3 new emitters and distance fog. Nothing more.

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Path Node Gun Script

Post Posted: 27 Jan 2013, 21:19

[spoiler]

Code: Select all

Begin Map
Begin Actor Class=Brush Name=Brush9
   CsgOper=CSG_Add
   Location=(X=0.000000,Y=0.000000,Z=0.000000)
   Begin Brush Name=Model9
      Begin PolyList
         Begin Polygon
            Origin 00000.000000,00000.000000,00000.000000
            Normal 0.077001,-0.949515,0.304124
            Vertex 160.000000,-64.000000,-336.000000
            Vertex 160.000000,-80.000000,-400.000000
            Vertex 256.000000,-64.000000,-400.000000
         End Polygon
         Begin Polygon
            Origin 00000.000000,00000.000000,00000.000000
            Normal 0.054652,-0.975077,-0.215030
            Vertex 256.000000,-64.000000,-400.000000
            Vertex 256.000000,-64.000000,-336.000000
            Vertex 160.000000,-64.000000,-336.000000
         End Polygon
         Begin Polygon
            Origin 00000.000000,00000.000000,00000.000000
            Normal -0.950783,0.110610,-0.289444
            Vertex 160.000000,0.000000,-400.000000
            Vertex 160.000000,-80.000000,-400.000000
            Vertex 160.000000,-64.000000,-336.000000
         End Polygon
         Begin Polygon
            Origin 00000.000000,00000.000000,00000.000000
            Normal -0.917137,-0.379479,0.121880
            Vertex 160.000000,-64.000000,-336.000000
            Vertex 144.000000,0.000000,-336.000000
            Vertex 160.000000,0.000000,-400.000000
         End Polygon
         Begin Polygon
            Origin 00000.000000,00000.000000,00000.000000
            Normal 0.456144,0.822029,-0.340882
            Vertex 256.000000,0.000000,-400.000000
            Vertex 160.000000,0.000000,-400.000000
            Vertex 144.000000,0.000000,-336.000000
         End Polygon
         Begin Polygon
            Origin 00000.000000,00000.000000,00000.000000
            Normal -0.206831,0.976995,0.051974
            Vertex 144.000000,0.000000,-336.000000
            Vertex 256.000000,16.000000,-336.000000
            Vertex 256.000000,0.000000,-400.000000
         End Polygon
         Begin Polygon
            Origin 00000.000000,00000.000000,00000.000000
            Normal 0.815920,-0.413842,-0.403745
            Vertex 256.000000,-64.000000,-400.000000
            Vertex 256.000000,0.000000,-400.000000
            Vertex 256.000000,16.000000,-336.000000
         End Polygon
         Begin Polygon
            Origin 00000.000000,00000.000000,00000.000000
            Normal 0.994964,0.092220,0.039259
            Vertex 256.000000,16.000000,-336.000000
            Vertex 256.000000,-64.000000,-336.000000
            Vertex 256.000000,-64.000000,-400.000000
         End Polygon
         Begin Polygon
            Origin 00000.000000,00000.000000,00000.000000
            Normal 0.848519,-0.500654,0.171351
            Vertex 256.000000,-64.000000,-336.000000
            Vertex 256.000000,16.000000,-336.000000
            Vertex 144.000000,0.000000,-336.000000
         End Polygon
         Begin Polygon
            Origin 00000.000000,00000.000000,00000.000000
            Normal 0.804812,-0.428595,0.410590
            Vertex 144.000000,0.000000,-336.000000
            Vertex 160.000000,-64.000000,-336.000000
            Vertex 256.000000,-64.000000,-336.000000
         End Polygon
         Begin Polygon
            Origin 00000.000000,00000.000000,00000.000000
            Normal 0.539619,-0.402137,-0.739660
            Vertex 160.000000,-80.000000,-400.000000
            Vertex 160.000000,0.000000,-400.000000
            Vertex 256.000000,0.000000,-400.000000
         End Polygon
         Begin Polygon
            Origin 00000.000000,00000.000000,00000.000000
            Normal 0.811022,0.045145,-0.583272
            Vertex 256.000000,0.000000,-400.000000
            Vertex 256.000000,-64.000000,-400.000000
            Vertex 160.000000,-80.000000,-400.000000
         End Polygon
      End PolyList
   End Brush
   Brush=Model'MyLevel.Model9'
End Actor
End Map
[/spoiler]

This is the first absolutely and one hundred percent BrushGun made Brush. It is solid, it doesn't have any holes or doesn't cause any BSP errors. All normals are set right...

I need testers. The use of the BrushGun is very VERY tricky and difficult. I still don't have the Undo function but I have no idea if it's even worth to put more time into it. If there is anyone willing to test it hard (for solid brushes, nonsolid and static meshes) I'd be grateful. I need feedback does it even work and if it's efficient enough to use it in actual mapping.

Cheers,
Z.

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Path Node Gun Script

Post Posted: 28 Jan 2013, 21:45

There's new Undo function.

Image

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Path Node Gun Script

Post Posted: 31 Jan 2013, 19:08


User avatar Jet v4.3.5
Skaarj Elder Skaarj Elder
Posts: 1247
Joined: 24 Dec 2007, 17:40
Contact:

Subject: Re: Path Node Gun Script

Post Posted: 01 Feb 2013, 13:35

Um...you should change the name of this thread. This is kinda miraculous. Wouldn't want anybody to pass this shit up.

Anyway, my first question is "when you want to expand your canyon/cave, does the axis snap to pre-existing vertices (maybe on both SM's and BSP, but at least SM's)? I would think that they would already be snapped to Unreal's grid units, but just to check.

All in all, just woah. I know not what witchcraft this is, but I'm liking what I've seen so far. :tup:
Image
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User avatar Frieza
Skaarj Warlord Skaarj Warlord
Posts: 920
Joined: 16 Nov 2007, 15:05

Subject: Re: Path Node Gun Script

Post Posted: 02 Feb 2013, 01:48

That seems like a pretty amazing way of creating some nice terrains

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Path Node Gun Script

Post Posted: 02 Feb 2013, 17:11

Path Node Gun and Brush Gun
First release of the Brush Gun!

Please report all bugs HERE!

Brush Gun Properties:

WARNING: It sets the player camera bob to 0!

Fire - place a vertex as dummy location,
Alffire - place a vertex at RED DOT location
Strafe Modifier - Undo last or current poly
Walk - settings:
• MODE: Create and Move - move not yet implemented
• Show Grid - Show grid
• Display Grid Size - the size of the grid that is displayed
• Create Grid Size - the size of the grid to which the Dummy is being set to
• Fix X / Fix Y - if the dummy behave weird / is off, not exactly at the reticle use that
• Dummy Offset - how far the dummy is from the player.

Enjoy!

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