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Mission: Lost Temple
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UT Name: Lucas UT Since: 2001 Gender: Gender:Male
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PostPosted: Sat May 14, 2011 4:08 am
PostPost subject:No icon Mission: Lost Temple
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Hi everyone, I create this post to introduce my Monster Hunt map project, "Mission: Lost Temple" Smile
I've been working on it for months to make my best, and I can say it's going really well Very Happy1

--Storyline--

A monster hunting organization called "MMS" (Monster Mayhem Squad) has been noticed about a lost ancient temple, located miles away from the city of Ravennia (it's a city en the middle of the desert created by me, I'm also making this city for DM), which goverment says it's full of strange and weird creatures that can be dangerous for the state. The Monster Mayhem Squad doesn't think about it twice and decides to fly to the place and kill every single living thing in there! But they must be careful: Other city squads tried to make this mission but they failed, every soldier disappeared in the temple...

Here are some pictures of the work done for now Smile (By the way I must say, Demona thanks for the terrain and BSP holes hints you told me, they were really useful for me with the making of the map ;)

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Note I accept any help or ideas you want to give me! Very Happy1
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UT Name: Lucas UT Since: 2001 Gender: Gender:Male
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PostPosted: Sat May 14, 2011 6:13 pm
PostPost subject:No icon Re: Mission: Lost Temple
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I have a question, how can I make a pawn be "friendly" with me and help me kill other monsters? Like another player.
If someone knows please tell me :p
thanks!
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PostPosted: Sat May 14, 2011 6:45 pm
PostPost subject:No icon Re: Mission: Lost Temple
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That looks pretty nice. Judging from the screenshot gameplay might be corridor like. Roofs might need a little bit more support (e.g. the 4th screenshot looks a bit boxy).

Support bods are created for a couple of SP mods like Operation Na Pali and IIRC project zephon maybe check the code there but it might need some coding to make it work for monsterhunt. Anyway I prefer to play with other players rather then bots.


The best way to kill skaarj is to flak it while it leaps towards you.
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UT Name: Lucas UT Since: 2001 Gender: Gender:Male
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PostPosted: Sat May 14, 2011 7:08 pm
PostPost subject:No icon Re: Mission: Lost Temple
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thanks rork Smile i'll keep going with the map
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dU.Mapper
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PostPosted: Sat May 14, 2011 11:35 pm
PostPost subject:No icon Re: Mission: Lost Temple
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I've seen a MH map where you were allied with mercs at some point, but I dunno if it would work the same with dUMH.
Tbh it's not really interesting for gameplay anyway.

1st & 2nd screenshots > terrain is too bumpy imo and I think the grid is unnecessarily small.

3rd screenshot > love the Q3 textures. Lighting would look better by reducing overall brightness a little and add a stronger small light near the lantern to give the feeling it's the actual lighting source of the room. Using the "Unlit" texture flag on the lantern textures might help.

4th > boxy but ok for me anyway.

5th > blue eyed titan lol.
I think the room would look better with a different texture + texture align for the columns. Like the previous screens, lighting could use more variety, making the areas around the torchs brighter, and the overall room darker (floors, walls, ceiling). Right now the entire room is bathing in red and the torches look unrelated to the actual lighting.

6th > now this is really too boxy.
The floor could be slanted or use some stairs or carved in multiple ways etc. just so it doesn't look so plain.
Same goes for walls and ceiling. Walls could become larger or more narrow where the torches are.

7th > now an outdoor screen where the ground isn't bumpy at all. How contradictory. Razz
I prefer this one.

8th > a ship? Looks ok.
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PostPosted: Sun May 15, 2011 12:48 am
PostPost subject:No icon Re: Mission: Lost Temple
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Yes the last one is a ship. The titan has a golden skin and blue eyes, and some boxy rooms have been modified and now looks better :p
Thanks for the tips, I'll keep going on with it, but before I go, I'm trying to make a Queen statue but I can't change it's texture, i tried it all. The statue is a monk statue with it's mesh changed to a queen one. How can I change it? some special thing I have to do? the statue texture is already in "mylevel" texture pack.
And another thing, is there some weapon editor to change the textures of the weapons and customize them for my map? Unreal editor won't let me edit weapons, lol.
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dU.Mapper
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PostPosted: Sun May 15, 2011 1:34 am
PostPost subject:No icon Re: Mission: Lost Temple
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Quote:
I'm trying to make a Queen statue but I can't change it's texture, i tried it all. The statue is a monk statue with it's mesh changed to a queen one. How can I change it? some special thing I have to do?
 

When the Skin property does nothing try MultiSkins fields one by one. Some meshes use several at once.

Quote:
is there some weapon editor to change the textures of the weapons and customize them for my map?
 

For any weapon you want to customize you need to make a subclass of this weapon, compile it, and change its default properties.
Since compiling anything in a map with MH actors will fail, best thing is to start a new map, make the subclass, compile, and only then open your map and put the new weapon there.

And here's a quick example of the things you can try about the 6th screen:
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PostPosted: Sun May 15, 2011 4:04 am
PostPost subject:No icon Re: Mission: Lost Temple
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I had tried the multiskins option before but it didn't work, and I don't know a thing about compiling, subclasses and stuff but I think that if I ask you for some help you may do it, right? hehe Smile and thanks a lot for the idea for the sixth image :Zwinker:
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dU.Mapper
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PostPosted: Sun May 15, 2011 5:01 am
PostPost subject:No icon Re: Mission: Lost Temple
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Quote:
I had tried the multiskins option before but it didn't work
 

You missed something then, because I did it before writing my reply.
If your texture is at fault for some reason try with a normal texture first maybe.

Quote:
I don't know a thing about compiling, subclasses and stuff
 

Start a new map.
Right click an actor class in the actor classes browser (in this case, anything under TournamentWeapon).
"New..."
Package: MyLevel
Name: Whatever
Script editor opens.
Click "Compile Changed Scripts".
Close script editor.
Open your map.
Select your new weapon in the actor browser and add it anywhere in your level.
Save.
Hidden: 
From now on, the new weapon class is bound to the map file as long as the map uses it (i.e. it was added to the level, or set as a weapon for a SkaarjTrooper, or spawned by a ThingFactory, etc.). As soon as the map doesn't need a custom class anymore, it won't be saved, so if at any time you removed all instances of your custom weapon from the level, make sure not to save & quit during that time, 'cause it will be gone then.

Right click your weapon in the actor classes browser.
"Default Properties..."
Change what you want.

Some changes in the default properties will be reflected on weapons already added to the level, and some won't. I don't remember which ones. You'll see yourself when testing.
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PostPosted: Sun May 15, 2011 6:51 am
PostPost subject:No icon Re: Mission: Lost Temple
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thanks a lot! i will totally try this now... Very Happy1
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PostPosted: Sun May 15, 2011 7:07 am
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Oh yeah I did it! now the only thing left is editing the projectiles Smile this is getting good! thanks!
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PostPosted: Sun May 15, 2011 10:58 pm
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OK now that i'm trying to change the projectile, I made a subclass of the dispersion pistol ammo and set it as my new weapon projectile.
The only thing I edited in the new projectile is the damage, but now when I use the weapon, the projectile just won't hit anything and it doesn't explode. What can I do now to fix this?
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PostPosted: Sun May 15, 2011 11:13 pm
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Methinks you forgot to compile the code of the new projectile.
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PostPosted: Mon May 16, 2011 12:41 am
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Looks nice so far, keep it up Wink
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PostPosted: Mon May 16, 2011 1:29 am
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oh you are right i forgot to compile, thanks for making me remember it Smile
and thanks hellfy :Zwinker:
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PostPosted: Tue May 17, 2011 11:07 pm
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I'm having a problem with the weapon now, it's about textures, you see i'm editing the pulse gun and it has a little screen in it to show the ammount of ammo it has. it was getting covered by a texture beofre, but now i changed the multiskins and the weapon texture is now on 2. the weapon in first person now looks normal but in third person it has the original green texture, and when i want to change it again the "little ammo screen" gets replaced again by my texture. if you understand please tell me how to fix it xD
thanks
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UT Name: Lucas UT Since: 2001 Gender: Gender:Male
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PostPosted: Thu May 19, 2011 2:03 am
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well looks like noone could answer that Razz
another thing, i totally forgot how to make these monster spawnpoints, the ones that when you kill one of them another one appears in the same place...
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PostPosted: Thu May 19, 2011 5:15 am
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Hola Lucas como estas? Es bueno ver otro Argentino por aqui jeje
Cualquier ayuda que necesites solo pedila, nos vemos en UT :Zwinker:
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