MAPPING TOOLS: Path Node Gun and Brush Gun
- Buff Skeleton
- >:E
- Posts: 4173
- Joined: 15 Dec 2007, 00:46
- Z-enzyme
- 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.
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
- 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.
geometry loses its first battle against Weapons.
- NaPaliShore
- 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
- 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
- Posts: 2136
- Joined: 13 Nov 2007, 20:01
Subject: Re: Path Node Gun Script
Post Posted: 27 Jan 2013, 21:19
[spoiler][/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.
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
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
- Posts: 2136
- Joined: 13 Nov 2007, 20:01
- Z-enzyme
- White Tusk
- Posts: 2136
- Joined: 13 Nov 2007, 20:01
Subject: Re: Path Node Gun Script
Post Posted: 31 Jan 2013, 19:08
- Jet v4.3.5
- 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.
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.
- Frieza
- 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
- 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!
DOWNLOAD
First post updated
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!
DOWNLOAD
First post updated
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