Question about modular static set

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Koudspeel

FNG / Fresh Meat
Apr 22, 2015
170
4
0
The Netherlands
Hi all,

Currently I'm learning how to use the SDK and I've got some questions on how to use the modular static set.

- Why do I have to use 320 grid size?
for example: I want to place this corner piece halfway to the right, but I can't because the wiki says I have to use 320 grid size
Spoiler!


So to better explain the situation.. I want to create more detailed maps than having to stick to 320 grid size. How can I do that while still using the modular static meshes?

Also the zed's feet are going through the floor.. am I doing something wrong or is the modular static mesh just wrong?
 
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Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
If you lower the grid snap to 160, your corners will be aligned to meet the 320 items.
Also, there are HALF sized walls, floors and ceilings to fill those "160" unit gaps. So use your half corner, then place a half floor next to it in the open space. Snap to 160.

I have been bouncing between 320, 160, 80, 32, 16, etc. They all are what is the term..divisible by 320? or something like that haha.

Every single modular piece will align exactly when used properly on a 320 scale. Its just the size TWI decided to go with. You dont have to follow it. It wont break the map technically. it'll just look worse, materials wont line up and etc.
 
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Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
Try to rebuild splatter maps? I see the prompt to rebuild them isn't there though.
 

Koudspeel

FNG / Fresh Meat
Apr 22, 2015
170
4
0
The Netherlands
If you lower the grid snap to 160, your corners will be aligned to meet the 320 items.
Also, there are HALF sized walls, floors and ceilings to fill those "160" unit gaps. So use your half corner, then place a half floor next to it in the open space. Snap to 160.

I have been bouncing between 320, 160, 80, 32, 16, etc. They all are what is the term..divisible by 320? or something like that haha.

Every single modular piece will align exactly when used properly on a 320 scale. Its just the size TWI decided to go with. You dont have to follow it. It wont break the map technically. it'll just look worse, materials wont line up and etc.

Ok thanks :)
So I'm not doing it wrong per se

Try to rebuild splatter maps? I see the prompt to rebuild them isn't there though.

Nope, did not work :/
 
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Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
SOmeone else will need to chime in on that. I am not sure. I hope my map works properly. I cant get enemies to spawn inside the SDK. I have to load it in game and I havent bothered much.

This weekend however, path creating education weekend 2015!
 

Koudspeel

FNG / Fresh Meat
Apr 22, 2015
170
4
0
The Netherlands
SOmeone else will need to chime in on that. I am not sure. I hope my map works properly. I cant get enemies to spawn inside the SDK. I have to load it in game and I havent bothered much.

This weekend however, path creating education weekend 2015!

If you need to spawn some zeds inside the PIE you can just use the console commands.
Code:
enablecheats
spawnzed clot

Here's another picture WITH texture on the tile. It doesn't make a difference.
Spoiler!
 

DirtySpartan

FNG / Fresh Meat
Aug 15, 2012
924
4
0
Netherlands
This also happens on official TWI maps. Splatter maps are generated per static mesh so all you can do is make the cutoffs less noticeable by using bigger pieces where possible.
 

[TW]Swag

FNG / Fresh Meat
May 14, 2009
350
100
0
Yonder, Georgia
To make the splatter maps span without seams, the floors, walls, ceilings, etc must be combined using our tool. There should be documentation available for the system. If it is not available it will be soon. We at TWI do not bother with the combining pass until we are optimizing the map for performance.
 

Koudspeel

FNG / Fresh Meat
Apr 22, 2015
170
4
0
The Netherlands
Okay thanks all for replying. I'll just continue mapping then :)
I'm still very new to this all so I will most likely fire some more questions in the future.

Thanks again :)