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Map Scaler [Blueprint][Editor]

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  • replied
    Originally posted by G.Lecter View Post
    [...] Is this supposed to happen?
    It's not.

    Originally posted by G.Lecter View Post
    Is there any ini tweak or something I can do to make the MapScaler plugin load every time I open the level editor?
    It actually should do so. The mechnasimn is actually very complex therefore it might get bugged somehow. Can you describe the steps to reproduce such issue?

    As a workaround, cutting (CTRL-X) and pasting the same MapScaler actor (CTRL-V) could work. Not sure if the undo data is fully kept in such cases. I also have debug commands which would allow re-enabling the native support with a console command (in the editor console) but these are removed in the release version. I may keep them for the release and print help messages in the MapScaler Blueprint details.

    I also wanted to say, running PIE could solve the issue, but I may saw a bug in the source code. It would enable native support on running PIE and disable it on closing the PIE session. I would need to check that.

    Originally posted by G.Lecter View Post
    Having said that... Fantastic work on this! It's truly a dream tool for any mapper...
    Thanks. I hope it is . Took some time to develop, extend and optimize it (*cough* due to Blueprint *cough* ).

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  • replied
    Hey, I'm finding a little problem with the 1.4 plugin: I used to save the scaled-down version of my maps with the MapScaler actor in the middle of them and, every time I opened a map in the level editor, I was able to click 'Undo' to reset the map to the original scale to keep working on it. While I can still do that in 1.4, it won't undo the lighting radius changes because the plugin isn't loading. To make the plugin load, I have to place a second MapScaler actor in the map, and then click back on the first MapScaler actor and Undo. As soon as I remove the second MapScaler, the first MapScaler actor won't do/undo any lighting changes... Is this supposed to happen? Is there any ini tweak or something I can do to make the MapScaler plugin load every time I open the level editor?

    Having said that... Fantastic work on this! It's truly a dream tool for any mapper...

    Leave a comment:


  • replied
    This just needs to be built into the editor at this point. Epic, please incorporate this and send check to Rattle...

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  • replied
    [MENTION=173751]BloodK1nG[/MENTION]
    I've added a working fix which is included in the MapScaler script (of the upcoming release). Once an actor gets converted and the MapScaler is changed (change of any property), it will notice such scaled actor and reverts the scale. Speaking of such, as this problem isn't specifically a problem of the MapScaler itself, you can fix such problem on your own if you copy the scale of the brush you're about to convert, convert it and then re-apply the scale from your clipboard to the Scale field of the details tab of that new converted actor. This is basically the same what the MapScaler is doing. As Blueprint is limited to do task automated, there's no way around the need of changing a property to trigger the construction script of the MapScaler. I could use Tick but it would required the viewport being in "Game mode" which isn't always the case and would only work half the cases therefore.

    I might have to update the native plugin as well, therefore I wait before I release a new version.

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  • replied
    Originally posted by BloodK1nG View Post
    Very easy to replicate: https://dl.dropboxusercontent.com/u/...vert-error.avi
    (the 1.4 make this prob even worse, now the initial scale and location are corrupted)
    Hmm. Looks like a engine problem/issue/bug. Scale isn't applied for that converted actor. There's nothing I can do to fix that. However, I could check for such cases and fix the wrong scale for it. This would need the MapScaler after the conversion of any actor. Gonna see if I can make it work. But keep in mind, such BSP changes shouldn't be done on a scaled level. The workflow works best if you work in original scale and apply the desired scale before publishing the level without any such changes.

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  • replied
    Originally posted by RattleSN4K3 View Post
    Could you create a very basic example map with such setup? Thanks for reporting. If I really see what the problem is, he will fix it.
    Very easy to replicate: https://dl.dropboxusercontent.com/u/...vert-error.avi
    (the 1.4 make this prob even worse, now the initial scale and location are corrupted)

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  • replied
    Originally posted by BloodK1nG View Post
    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.
    Could you create a very basic example map with such setup? Thanks for reporting. If I really see what the problem is, I will fix it.
    Last edited by RattleSN4K3; 04-09-2016, 12:40 PM. Reason: Typo.

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  • replied
    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.

    Leave a comment:


  • replied
    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.

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  • replied
    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

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  • replied
    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).

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  • replied
    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.

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  • replied
    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

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  • replied
    Thanks so much man! Saved my bacon!

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  • replied
    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.

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