seeking collaborator.

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ButterBiscuit

FNG / Fresh Meat
May 25, 2009
151
16
0
over there.
I lack the creativity and patience to work on this map alone.
About the map: Anyone who has played minecraft will instantly recognize it.
All blocks are 50x50x50. Please keep them at that size for precise measuring. I need someone to build or design structures that could be used to defend against zombies, whether it be above or below ground. This is all i have so far:

http://i53.tinypic.com/vexil4.jpg

http://i52.tinypic.com/zmcqap.jpg
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
looks like a basic map, im sure you can finish it :D

but i hope all those seprate solid cubes dont lag the map. you should set the brushes to Non-Solid

Right click, Type, Non-Solid

Then use blocking volumes to make the blockers. that way you dont have like 1000 sides for the comp to process for blocking.

itll have like 70 sides
 

Falidell

FNG / Fresh Meat
May 22, 2009
646
78
0
33
Mesa,Az,USA
the problem with settings things non solid especially with static meshes is that even with a blocking volume bullets, flames, and grenades can go through it, even if you keep blockzeroextenttraces true the only way i have found to allow bullet/flame/grenade blocking is to keep collideactors true which is what laggs collision i found. my point being is rather then making them non solid i would make all your additive brushes semisolids same effect but you don't have to do needless work of fiddling about with blocking volumes. Less work and same effect thus better way of doing it.
 
Last edited:

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
Non-solid just means every surface is added like a sheet, doesn't it? Hardly ideal.
How about turning them into StaticMeshes? They would have 12 triangles each (six sides with two triangles) so you could add thousands of them without running into serious problems. Many more if you can use Antiportals to divide the map a little. Add a 6 dop collision box for them and turn on simple karma, box, and line collision and when you're done with the map disable collision on the parts that make up bigger objects and put a Blocking Volume around them instead. Should be fine.
 
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ButterBiscuit

FNG / Fresh Meat
May 25, 2009
151
16
0
over there.
well im not making each block individual. If there's a row of blocks (say 30 blocks) i'll simply create a cube that is 50X50X1500. Bam. 30 blocks.

Also, is there a way to port UT2K4 maps to KF?
 

Falidell

FNG / Fresh Meat
May 22, 2009
646
78
0
33
Mesa,Az,USA
ah ic ic, also yes it's very much possible. HOWEVER you need to make sure all the resources used in that map are ported as well. static meshes, sounds, music, textures, scripts(if need be), and meshes