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#1
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Hey, I would like to know how I can set map boundaries and how i can create an overhead map. I couldn`t find any tutorials so I hope you guys can help me.
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#2
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For setup map boundary make one ROVolumeMapbounds around you whole map and than add mapbaundarys where you want to have you baundarys.
In Kisment you add then a new Level loaded Event and new Action enable Mapbaundary if you have this you connect level reset with enable and add the volume to enable mapbaundary. Should look like this:
Spoiler!
Last edited by Greathero; 02-02-2013 at 07:50 PM. |
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#3
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Thanks for the fast reply.
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#4
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0verhead map:
http://wiki.tripwireinteractive.com/...dMapGeneration Scaling or moving your ROmapBoundsVolume after setting up your overhead map as a texture can help tweak it to align with your actual map once you have it in game.
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............steam name: prot0typ1cal................ |
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#5
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This is a littlebit off topic but I feel bad to open every day a new thread just because the SDK tries to drive me mad. I added new sectors to my map and also made my volumes like the lightmassimportance bigger. But like you can see on the picture the lightmassimportancevolume surfaces stay where my volume was before I increased my map size. And i can`t delete it by just pressing the hotkey.
Unbenannt.jpg
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#6
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this looks more like an additive BSP surface then a volume
get sure that u use a volume not a BSP ...
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DH 5.0 standard maps DH-Hill400--DH-Kommerscheidt--DH-Simonskall RO2 Custom Maps TE-Butovo--TE-Univermag--TE-Gumrakstation--TE-Koitos1943--TE-Kaukasus--TE-Odessa |
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#7
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It appeared after i build lighting for the first time and I unchecked BSP in the surface porperties but still I don`t know how to delete it.
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#8
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Select the bsp you builded. Make sure its not filtered. For BSP press Q
When you dont see it you might go into view wiremode. Select the big piece of BSP and delete it. Then do a "build geometry for currentlevel" and it must be gone. |
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#9
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Worked fine, ty.
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