What you always wanted to know about the SDK but were afraid to ask

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Catalavos

FNG / Fresh Meat
Oct 5, 2010
1,327
53
0
Baltimore, MD
They act as reflective surfaces that emit light. You will almost always find them in windows or above broken roofs. They are used to reflect light into dark areas. They are a PITA to find sometimes as they are only visable from one side. It's much easier to find them in wireframe mode sometimes.

They ues their own special set of materials that can be found in the FX_Atmospherics package.
 

Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
123
0
they also can give a certain light into a room, like the blue/white one can give a blue color in a room like for winter maps, for hot weather maps like mostly in RS you can use the light brown/orange one. The best way to find the best one is to just copy paste from a map that already has it.
 

nymets1104

Active member
Dec 18, 2012
2,432
24
38
USA
they also can give a certain light into a room, like the blue/white one can give a blue color in a room like for winter maps, for hot weather maps like mostly in RS you can use the light brown/orange one. The best way to find the best one is to just copy paste from a map that already has it.

You can also select the prop's material and "Find in Content Browser" to see the different pre made materials from all of the other maps. Most colors are there.
 

i8pptu

Member
Apr 25, 2011
417
6
18
I played my custom map on the crucible recently and I noticed some interesting behaviors. I have destructible static meshes like fences, house, trees etc. But when playing on the server I noticed the meshes did not actually become destroyed (visually).

For example, I tried to blow up a fence, but it appeared to have no damage. Yet, I could walk through it as if it had been destroyed. I then ran the map offline by myself and things destroyed as normal.

Would anyone have any idea of what would cause this behavior?
 

Catalavos

FNG / Fresh Meat
Oct 5, 2010
1,327
53
0
Baltimore, MD
Yes! You need to put all of your destructible assets in a destruction replication actor. Danh made a thread here called "How to make your first destructible actor" which I can't find right now because I'm on my phone but if you search for it it will tell you exactly how to do it.
 

Catalavos

FNG / Fresh Meat
Oct 5, 2010
1,327
53
0
Baltimore, MD
OK, so Danh's tutorial didn't mention it. Anyway, you need to enter all of the destructible assets into a "RODestructionReplicationInfo actor (in the content browser under "Actor Classes". I think it's under the "Info" sub-tab. Add one of these to your map and open its properties. You must add a line for each destructible actor with 300-ish being the maximum per DestructionReplicationInfo actor. To add your destructible asset you'll need to have 2 windows open: the ReplicationInfo's properties and the "Scene" window in the content browser. Make each window half as wide as your screen.so you can see both. Now filter your ROStaticMeshDestructible actors (under the scene tab). Click on the first actor and then click the green arrow in the DestructionReplicationInfo actor. Now repeat for every destructible actor on your map. It's OK to curse every now and then because this will start to suck very quickly.
 

i8pptu

Member
Apr 25, 2011
417
6
18
Thanks for the response. I thought that might be the problem, I just did not know that I needed to have it or if it was more of an option. But now I know for sure.
 

Dziga Vertov

FNG / Fresh Meat
Mar 22, 2013
165
1
0
I have a question regarding objectives setup and kismet. For the past couple of times I've tried making maps, the objectives have gotten all screwy when I added more than one. If you have just one objective, enable it then activate it, it works just fine. But when you add more than one objective in any configuration of enabling simultaneously or only once the first is captured, only one objective ever shows up and it isn't the first one, it might be the third or fourth.

This result makes no sense to me since I set up the objectives after the first one in exactly the same way, and they have no different values as far as I can tell in their properties, but they randomly supersede my earlier objectives making the map hopelessly random to set up. As far as I can tell this is a separate problem from the one Sgt Nightfire was experiencing, in that it isn't an issue with the spawns at all, but maybe I just haven't even gotten to that point yet.

Does anyone know how to fix this? I'm guessing it has something to do with the world info how you set it up initially but so far I have had no luck figuring it out.
 

Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
123
0
I got a strange issue, it doesn't matter what skybox i use, copy pasted from a stock map, from a map of my own, fresh from the editor itself, in my map for some reason it will be checkered in game. :confused:
 

nymets1104

Active member
Dec 18, 2012
2,432
24
38
USA
I got a strange issue, it doesn't matter what skybox i use, copy pasted from a stock map, from a map of my own, fresh from the editor itself, in my map for some reason it will be checkered in game. :confused:

Checkered, as in it has the default generic material?

Click the skydome, hit F4 and see what material is assigned to it?
 

Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
123
0
Strangely enough, it got fixed, but got no idea how :confused:, but i got another weird issue, my map was on our server today so we could test it, it's basically just a map were we train our cadets, but the strange thing was, some content from Rising Storm was not visible to them, like the American trucks, this is basic stuff that is in the game. Anyone know how? Corrupt download? Something went wrong with cooking?

When saving it also states that it's passed the 300 mb recommended size for a package, i googled this and it should not be a big problem, as the cooked map comes out as 124 mb. Could this be related?

And i also have another weird issue, as soon as i throw a grenade in a brush that is pretty much a open box, the grenade will not go in but will explode as soon as it hits the box empty area inside.
 
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Beskar Mando

Grizzled Veteran
Dec 13, 2014
1,575
63
48
Baltimore, Maryland
steamcommunity.com
Strangely enough, it got fixed, but got no idea how :confused:, but i got another weird issue, my map was on our server today so we could test it, it's basically just a map were we train our cadets, but the strange thing was, some content from Rising Storm was not visible to them, like the American trucks, this is basic stuff that is in the game. Anyone know how? Corrupt download? Something went wrong with cooking?

When saving it also states that it's passed the 300 mb recommended size for a package, i googled this and it should not be a big problem, as the cooked map comes out as 124 mb. Could this be related?

And i also have another weird issue, as soon as i throw a grenade in a brush that is pretty much a open box, the grenade will not go in but will explode as soon as it hits the box empty area inside.
I'm not sure, but the cause could be that the game is cutting off at 300mb, just a guess though. I never seen this before, but I imagine if it isn't this it is still is related to the file size limit.
 

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
Nah shouldn't be any problem. I've had maps larger than 600mb not brewed. That's the engine warning you of file size. default is set to like 305mb or so. You're all good with file size as long as you brew it.
 

nuki

FNG / Fresh Meat
Jan 3, 2015
4
0
0
After fully loading all of the Props_ packages look in the Myshkovia River package; I'm pretty sure they're in there.

I fully loaded all packages but there is no Myshkovia River there?
 
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