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Thread: Quite a few things, actually...

  1. #1
    greypatch3
    Guest

    Quite a few things, actually...

    Ok, I've started editing with the SDK, and I have a really awesome idea I want to do (as if I'll really ever get it done, but I'll give it the old college try). First things first...

    1. I located ambient light in a thingie called ZoneInfo. Does this mean I can change ambient light depending on where I am in a map, or is it a static thing throughout the entire map? I'm assuming that by Zone, it means I can allocate different areas of the map as zones. If I'm wrong, tell me before I spend hours working on it.

    2. I read about ConEdit a bit, but I'm still not sure if I can do interesting cutscene work with it. I wanted to have more happen than 2 heads talking (i.e. have the player reach a certain point of a level, whereupon it triggers an event. In the event, it changes to a conversation where the player is seen walking up to a wall and looking around the corner, scenes occur that he is not a part of. I'm assuming this is possible, due to the beginning of Deus Ex with the conversation between Bob Page and Walton Simons having many of these ideas in place: camera pans and zooms, shots of alternate locations, etc.).

    3. Can the player be another model rather than JC? If it can be, I don't know exactly how this can be implemented. The main character for my level isn't supposed to be some guy in a trenchcoat, but just a regular joe. I'm currently considering the Alex model or the UNATCO armory guy model as the main character.

    4. Can escalators be created? Much of the action of the mission takes place in a mall area, I was hoping moving staircases could be implemented.

    5. I know the skies can be very colorful and bright in Unreal, but am not entirely sure how to create sunlight in Deus Ex.

    And in case this all sounds basic, it really is...the tutorial I read about UnrealED didn't cover any of this stuff...it only really said how to build brushes.

    And my level idea? Well, it's based on the 'Electric Highrise' story I began in the Community Chat area of the message board. I think Deus Ex would allow for more creativity than ShockED.

    [This message has been edited by greypatch3 (edited November 10, 2000).]

  2. #2
    Koobze
    Guest

    Well... most of the tutorials up at unrealed.net or unreality.net or .com or .org (can't remember which) should also be applicable to DX.

    About the model, you probably can... all it would require is a subclass of JCDenton (or whatever it's actually listed as) and a change of model in the #exec statements. You'd have to look at normal Unreal/UT tutorials to see how to do that.

    You can look around the http://www.planetunreal.com/mutation/ forum, maybe some more of your questions are answered.

    --Koobze

  3. #3
    real_oRGy
    Guest

    Originally posted by greypatch3:

    1. I located ambient light in a thingie called ZoneInfo. Does this mean I can change ambient light depending on where I am in a map, or is it a static thing throughout the entire map? I'm assuming that by Zone, it means I can allocate different areas of the map as zones. If I'm wrong, tell me before I spend hours working on it.
    If you want ambient lighting through the whole level, go to Level Properties>ZoneLight.

    I find the ambient lighting is best used sparingly, and I wouldn't go above 10.. I certainly wouldn't use it in place of normal lighting, only as a visibility aid in dark levels. (Of which there are many in Thievery)
    Zone lighting means the ambient is restricted to the zone yer in..
    Your level is divided into zones when you seal areas of the level off from one another via architecture or zone portal sheets. An example is when you build two rooms which have no physical connection - these two rooms are now seperate zones, and you can place one zoneinfo per zone, and configure how the zone is set up (eg: gravity, whether it is water, etc). The more usual way to create zones is to seperate them off with zone portal sheets (Add Special) - eg, if you have a level (a big room) with a small hut inside it, with only one door. If you seal off the door with a zone portal, the area inside the house will become a new seperate zone.
    Zoning provides several benefits, most importantly, it increases your framerate. (As the game does not process what is in other zones)


    4. Can escalators be created? Much of the action of the mission takes place in a mall area, I was hoping moving staircases could be implemented.
    Yeah, they should be possible with some of the more specialised mover brush classes. Might slow framerate, though, having many movers on screen at once.. You could have an alternative way, make your escalator, put the textures on them to pan, so it looks like they are moving, and form the area of the escalator as a seperate zone, and change the properties of the zone to push you up.. Could get fiddly, though. Never done it myself.

    5. I know the skies can be very colorful and bright in Unreal, but am not entirely sure how to create sunlight in Deus Ex.
    Sunlight? Well, just some lights coloured a light yellow..
    Or maybe you mean a skybox? A skybox is a seperate zone with a SkyZoneInfo in it, and any surfaces in your normal level you want to look like the sky, you set them as "Fake Backdrop". The "sun" would be created by using some lens flare, which would be created as a sheet, and the lens flare you should find by searching the texture libraries. The art of creating a good skybox is not one I have the time to explain though..

    And in case this all sounds basic, it really is...the tutorial I read about UnrealED didn't cover any of this stuff...it only really said how to build brushes.
    Go to www.planetunreal.com/osx
    Go to the files section.
    Download a 13mb file called the "UnrealED Reference". It contains most of the tutorials and reference material on the net for UnrealEd, in one handy .chm help file.
    Read all the tutorials, and understand them fully.

    When you do your first level, it will be shit.
    Discard it, and try again. This level will be mediocre.
    Try again, and you'll get good, perhaps.

    The more you learn about UnrealEd, the more powerful it gets.

    Have fun..


    ------------------
    Lead Designer,
    Thievery UT

    [This message has been edited by real_oRGy (edited November 13, 2000).]

  4. #4
    Tumbleweed
    Guest

    <marquee> Tumbleweed rolls past </marquee>

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