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Map Scaler [Blueprint][Editor]

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    #16
    Originally posted by RattleSN4K3 View Post
    What do you mean by that?
    Okay here's an example. If I create a mesh that's 400uu tall, then that will line up on the grid perfectly at a 5 or 10 scale. If I use your mapscaler to scale the map by 1.04 (4%).... a little basic math.... my mesh becomes 416uu tall. It no longer lines up on the grid. That's not your mapscaler's fault, that's just a side effect of scaling an entire map. It would be even worse if I chose an arbitrary scale amount like 1.08300282330. lol

    If a mesh perfectly lines up on the grid, you can just snap to grid lines.. but if the mesh has a strange scale, then you can't snap to grid lines... you have to disable movement snapping, scale snapping, and move and scale everything tediously... Could get very messy!

    Basically I'm saying that caution should be taken when using a map scaler. IMO, it should only be used as a last step in map design, to fix unforeseen scale issues... or for taking any random map and making it cartoonishly huge (such as a bedroom map with low grav instagib - which could be a lot of fun on the right maps!)
    Last edited by Neilz0r; 08-08-2015, 07:58 PM.
    Contact me: (Steam: Neillithan) (E-mail: neilvmoore@gmail.com)

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      #17
      Ah okay. It's all about the grid. Thought there would have been a problem with scaling and some meshes would be offset to each other when they weren't before the scaling process.

      I couldn't agree more that scaling should be the last step.




      I think i'm gonna add 2 more features. Partial scaling (environment only scaling for instance, or something like that; not sure if I can check for selected actors which would add another feature) and undo system. Since the MapScaler doesn't support the UE4 transaction system (which is enabling undo), I'm gonna have to add a different system. I only have an idea of how to implement it but not sure if it fully works. I don't want to convert the mutator to C++. Having the Blueprint class readable and editable makes it easy to customize the code for various use cases (for everyone who's able to code Blueprint).

      Undo is such an important feature as you currently have to re-open the map with its initial scale and re-scale it everytime you want to try a new absolute scale to apply to your initial map scale. For instance, if you want to find the best scale for your map, you have to scale it and remember the scale (1.05). If you want to try out a different scale (1.02), you need to know which factor you need use to scale the map of 1.05 scale down to 1.02 scale. 1.02 / 1.05 which is 0.97142857142857142857142857142857. That's too many steps and quite imprecise. Or you re-open the initial map and apply 1.02 directly. ^^
      ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
      ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

      Comment


        #18
        Released a new version which features a undo system. That undo system is not hooked with the original UE4 undo system. You need to select the MapScaler in your map and trigger the undo feature. Everytime you scale your map, the MapScaler stores each important property. This data is also stores when you save your map. There is an unlimited amount of undo steps but basically - due to the way I have to store data (with the use of a custom structure; which would need an extra Blueprint class) - there is a limit of how man entries you can store. This depends on how many actors you have.

        If you don't clear the undo data, you can also revert the scaling back to the original scaling (even if 100 different scales exist, stored in the undo cache).

        The download is as always linked in the first post.

        Changelog v1.3
        • Added: Undo system
        • Added: Option to turn off debug messages in output log
        • Changed: Renamed "Update" to "Scale"




        Originally posted by insomnaut View Post
        One thing bothers me though.
        Will it be "safe" to use on a fully meshed map?
        It works good with a fully meshed map like Outpost23 which I tested. I played on some different scale levels. I did not find any issue with it. But as always, I can not guarantee that it works 100% for every map. The MapScaler works like if you would manually change the scale and location for each Actor (and BSP-Actor). By default, the JumpPad props are also adjusted accordingly (to feature the same curve with the previous scale).
        Last edited by RattleSN4K3; 04-07-2016, 10:41 PM.
        ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
        ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

        Comment


          #19
          Loving this tool. Massively useful and fun to use.

          One thing you may want to clarify is the installation since there are two "UnrealTournament\content" folders:

          Correct: C:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Content

          Incorrect: C:\Program Files\Epic Games\UnrealTournamentDev\UnrealTournament\Content
          Unreal Carnage.com UT4 Maps: DM-Maelstrom DM-SpaceNoxx

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            #20
            I should have been more specific, that's for sure. I already thinking about a month or so already to update this script. I found some interesting core console commands to be useful. The other thing which I would like to have is real-time scaling in the game. This wouldn't work for various reasons, sadly.
            Last edited by RattleSN4K3; 10-29-2015, 08:20 AM.
            ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
            ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

            Comment


              #21
              nice tool map and realy greatfull u putting this out for all to use, cant wait for the update
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                #22
                The upcoming version will require a C++ plugin if you want to have all features and issues fixed. I could not get any way (even hacky ones) to modify the radii (radiuses) for the static Lights. This is not possible for non-construction outer scripts. The installation of the C++ plugin is not essential to use the upcoming version. It just won't feature everything.
                ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
                ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

                Comment


                  #23
                  Regarding scaling and grid alignment I want to point out it's very easy to use this tool to fix scaling problems so things align to the grid better. For example if you have a converted map scaled to 2.2 with XTXP's UT4Converter and want to scale it to 2.34375 so it aligns to the grid well all you have to do is

                  1. enter 2.34375/2.2 into the scaling tool
                  2. hit tab to make the editor calculate the result of the equation (1.065340909...) and
                  3. hit the scaling button

                  As long as you know (or can figure out) the original scaling factor that was used to convert the map the same equation works for any map.

                  DS/OS=SF

                  DS is the desired new scale
                  OS is the original scale
                  SF is the scaling factor to convert

                  I've already done this for several remakes I'm working on and it works great.
                  Last edited by MoxNix; 11-06-2015, 03:34 AM.

                  Comment


                    #24
                    Thanks so much man! Saved my bacon!
                    Win 10
                    iMac (27-inch, Late 2013)
                    3.5 GHz Intel Core i7
                    32 GB 1600 MHz DDR3
                    NVIDIA GeForce GTX 780M 4096 MB

                    Maps:
                    DM-RadioActive (Work In progress) DM-Ethos (WIP) DM-QWERTY (WIP) DM-TwinFalls(WIP)
                    2k4 DM-MoonGames, DM-Abrenabba, DM-Aphelion, DM-Pyrimid-Of-Gold, DM-UPH-Hexed, Dm-Saint, DM-LethalAdixion, DM-C4-Ariza, Dm-C4-SleepyTomb,

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                      #25
                      1.3 mirror

                      Hello RattleSN4K3

                      Just stopping by to tell you I posted your tool a while ago at my blog but forgot to tell ya.

                      You can add another download location from my GoogleDrive
                      Stevie's corner
                      Maps : DM-Coda, DM-Chroma FPS, DM-Chroma, DM-Dakylian, DM-Elik, DM-Akar, DM-Aryth, DM-Aly, CTF-Infiltrate, DM-Delta
                      Links : UE4 links (guide, tut), UE4 resources, Tools and resources

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                        #26
                        Here is a mirror as well (Version 1.3)


                        Thanks again for the map scaler tool Rattlesnake. It's still proving to be invaluable, especially now with the player scale increase.
                        Contact me: (Steam: Neillithan) (E-mail: neilvmoore@gmail.com)

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                          #27
                          Thanks guys. I'll update the first post when a new release is published (when you can also update the mirror). I actually waited for the next release until a new build has been released but currently I am finishing the WeaponLocker (Tread Post #11 ff) pull request for UT. The next version will be a major update including changes to the scale mechanism, the scaling features but also bug fixes regarding the lightning scaling (C++ plugin required for that). Not gonna say any dates as the migration of the plugin content (from the WeaonLocker plugin) into the engine has been a really frustating approach and still is.

                          Keep in mind.
                          Point lights and such are not scaled in older versions (including 1.3). Therefore a bigger scaling change (like 50%, 1.5) can change the lightning mood a bit (sharper edges, not fully enlighten, etc.). The upcoming change will support scaling dynamic lights but static lights cannot be changed (an engine restriction with Blueprint).

                          Always keep the original file (without the scaling).
                          ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
                          ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

                          Comment


                            #28
                            Release the Kraken.
                            Well. Finally. A major update. It took a while.

                            The new version of the MapScaler does feature some new things. First of all it also scales Matinee (camera track), lighting actors and fog actors. There are various new otions to specify. This update has also some fixes some issues which existed in past scalers. There are also some new additions in the undo mechanism which basically allows working on any scale and the Transform values are updated in every other scale (once the Scaler properties will be edited). This allows making changes in a testing scale without having to scale back to original scale, change/move actors, and scale it back up/down. This new MapScaler is now very complex. The actual scaling algorithm has improved much but the initial creating of the Actors is worse. Keep that in mind.

                            As previously mentioned, this MapScaler does also come with a native plugin. This plugin can be installed but it isn't required. The plugin is needed to scale some specific properties of lights, these values are scaled by default once this plugin is installed. If a scale cannot be applied, the MapScaler would state that the plugin is required. Check the "Error" field in the details tab of the MapScaler once you scale the map, it basically prints out relevant information.

                            Try the new version and please give me some feedback. The download is in the first post. What's also in the first post? New gifs illustrating some basic features.


                            Changelog v1.4
                            • Added: Optional native backend
                            • Added: Matinee sequences scaling (movement track)
                            • Added: Light properties scaling (e.g. Directional, Point, Sky)
                            • Added: Fog properties scaling (Exponential, Atmospheric)
                            • Added: Undo data updates for new actors
                            • Added: Option to scale selected objects only
                            • Added: Option to choose custom pivot (for scaling)
                            • Added: Option to store and restore selection actors
                            • Added: Map info in data section
                            • Added: Ignoring additional actors when scaling (Pickup token, Camera actors)
                            • Added: Info about resulting scale if multiple scaling processes were done
                            • Added: Properly revert scaling for mixed undo data (all/selected)
                            • Added: Option to use pivot's bounding instead of center
                            • Removed: Component scaling not used anymore
                            • Changed: Transform selection restored (for proper grid)
                            • Changed: Proper data size calculation
                            • Changed: Proper tooltips for various properties
                            • Changed: Minor changes to clean up code
                            • Fixed: Crash for scaling with a factor of 0.0
                            • Optimized: Aligning of pickup classes (and tokens)
                            • Optimized: Dropping actors' initialization
                            • Optimized: Iteration of undo data
                            • Optimized: Snapshot data check

                            Native support:
                            • Added: Notifications
                            • Added: Extended light properties scaling
                            • Added: Version info

                            Experimental:
                            • Added: Mirror mode
                            Last edited by RattleSN4K3; 06-01-2016, 07:14 PM. Reason: Typos
                            ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
                            ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

                            Comment


                              #29
                              You're a beast RattleSN4K3!
                              Thank you very much for the all the new features!

                              (first testing = no bugs noticed yet)
                              Last edited by barsam2a; 04-08-2016, 02:42 AM.
                              WIP - Maps (UT - Build 0.1.12.1): https://goo.gl/v8ze8Y
                              Channel: https://www.youtube.com/user/barsam2a

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                                #30
                                Hi, I used mapscaler in my CTF-Greencause and had an error that doesn't seems fixed in 1.4:
                                -if you convert a rescaled brushe/volume into an another volume, the converted volume take back its initial scale and ignore what mapscaler did.
                                DM-IronSight-CTF-GreenCause - DM-Blaster - CTF-RavenBreak - Assault Mappack
                                Download Folders: My maps & Assault Mappack

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